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The Veneratio / Elemental
« on: February 16, 2017, 01:39:54 AM »
Becoming a Elemental

To become an Elemental your character must have a pre-existing affinity for a specific element. An affinity of this sort is more than simply liking swimming, or enjoying being near the warmth of a fire; it is much more fundamental and core to someone's being. A farmer tilling the earth doesn't just appreciate the soil, he depends on it for his livelihood. A sailor cannot hope to complete his or her voyage without aid from the oceans and the wind. From these sorts of connections a true affinity can be born.

The process to become an Elemental usually starts unintentionally, with the person in question continuing to become ever more intertwined with their elemental affinity. There is no set path that must be followed, but both breadth and depth are required. It is not enough to merely make use of an element for one's work, it must be more. An experienced mountain guide who can feel subtle shifts that might lead to avalanches, a forge worker who knows exactly how long the metal must be subjected to the heat and flame without having to check, and a sailor who can feel the winds shift before they happen are all examples of small ways this process can begin.

Elementals are the direct and primal manifestations of their elements. Becoming one is a massive transformation that radically changes the one who undergoes it, and it cannot be undone by any means. As such, it requires a tremendous amount of existing elemental power that only exists in a limited number of places. The transformation can also be initiated by another elemental, but such an occurrence is much less common than the alternatives. Some transformations are triggered by a life-threatening event involving the element the mortal has bonded with, while others become so magically attuned to their element that they are able to trigger the transformation by absorbing elemental energy from a powerful natural font. There are innumerable possible catalysts so these examples are by no means exhaustive; each Elemental follows their own path to this destination.

Traits of a Elemental

Elementals are afforded many boons upon completing their transformation, some of which are obvious and some of which are quite subtle.

  • Physical Form: Simply put, an Elemental is their element. They do not have "true" forms in the sense of having one base appearance. The closest approximation to one would be a sentient, moving mass of their element. Elementals do have the capability to shift their forms into an imitation of their former selves, but any such imitation will be influenced by the traits of their element. For example, a former human who became a fire elemental would have much more vividly colored hair, eyes, and likely some traces of flames about them despite having shifted their form.
  • Elemental Dominion: Any and all manifestations of the elements are the domain of the Elementals. Weather patterns and other natural phenomena are inherently linked to the existence and power of Elementals. Much of this occurs on a subconscious level as Elementals release some of their tremendous power automatically unless they are deliberately suppressing it, but it can also be done on purpose. A vengeful Elemental can bring the wrath of their element down upon those who have stoked its ire via brutal ice storms, raging fires, mud-slides, or tornadoes, while a benevolent Elemental could instead bring nourishing rain, cleansing forest fires, fertile soil, and favorable winds. Mortals praying for favor with an element hope dearly for the latter.

    More generally, any and all feats utilizing their element are within the capabilities of an Elemental given enough effort. This is different from the magic of mortals and even Ancients in that it is simply an extension of the Elemental's being. When an fire Elemental calls forth a burst of flame to incinerate an enemy they are using a part of themselves as a weapon. Smaller scale exertions of this sort are close to automatic, but calling forth a firestorm in an attempt to engulf a city would require considerably more effort, in addition to leaving the Elemental greatly drained after the fact. To do this the Elemental must actively draw power from Aitheri, a process that is neither simple nor entirely safe. It is even possible for an Elemental to dissipate their physical forms for a time if they attempt to perform a feat too great in scope. If this occurs the Elemental will eventually reform, but they will be greatly diminished for an extended period of time afterwards.
  • Physical Impermeability: If you swing a sword through a stream what happens? The water parts around it. The same concept applies here; unless your weapon could normally harm the element in some way the Elemental will be less affected by it than a normal entity. That is not to say that Elementals do not feel pain due to physical impacts, but they must be greater in scope or magically influenced to impart any lasting damage. Attacks that exploit the weaknesses of an element, using electrically charged attacks against a Water Elemental for instance, will find more success than mundane alternatives.
  • Zone of Extension: Elementals naturally collect energy flowing out from Aitheri, pooling it within themselves to prevent these forces from running rampant across the realm around them. However, they cannot completely contain these energies without effort. As such, unless an Elemental actively suppresses it, some of this energy will leak out into the world around them. It is only a tiny fraction of the total power that remains otherwise contained but it is still enough to affect a region around the Elemental. People in this area will feel they are in the presence of something abstractly "large", though only the more magically attuned among them will be able to discern the cause. The physical environment around the Elemental is also warped slightly by this phenomena, becoming more reflective of the nature of the Elemental causing it. For example, a Wind Elemental's immediate surrounding region would begin to experience gust level winds before long, while a Fire Elemental would cause temperatures to rise and eventually small fires might break out nearby. The size of this zone varies from Elemental to Elemental depending on their individual power and exertion, but is typically no bigger than 100 meters in diameter. It is possible for an Elemental to suppress this effect, but it requires active exertion and cannot be maintained indefinitely.
  • Primal Mind: The process of becoming an Elemental fundamentally changes the mind of the one who goes through it. While many aspects of their mortal minds do remain, they become firmly intertwined with will of Aitheri and the deific elemental manifestations. One consequence of this modification is that it makes it impossible for psionic magic to have any effect on an Elemental unless the wielder is both exceptionally powerful and highly familiar with the mind of the Elemental being targeted. Even a powerful psion unfamiliar with the mind of an Elemental would find it eldritch and bizarre in nature, unable to separate the mortal aspects from the Aitherian, while those with knowledge but insufficient power would find their attempts too feeble to penetrate the powerful magic surrounding an Elemental.

Not all that glitters is gold, and becoming an Elemental exacts some tolls upon any that complete the process.

  • Singular Existence: Tremendous power within the domain of their element comes at the cost of any access to other elements or other forms of magic. A Water Elemental cannot use fire magic under any circumstances, even if they were fully capable of it prior to their transformation. Most would be adversaries will not have the sheer power necessary to take advantage of this, but sufficiently powerful and cunning opponent could make use of the limited scope of an Elemental's powers to attack their weaknesses (e.g. using potent water magic to assault a Fire Elemental).
  • Loss Of Self: As Elementals age they naturally lose touch with their former selves unless they take deliberate steps to prevent this. There many ways to stave off the slow loss of individuality, but because Elementals naturally become much less like their former mortal brethren it can be very hard to maintain connections to the world at large that might otherwise help an Elemental retain their sense of self. Additionally, if an Elemental is forced to dissipate their physical form due to either overexertion or severe injury this effect is greatly accelerated to an almost irreversible degree.

    Furthermore, upon becoming an Elemental beings will lose touch with some of their past motivations and desires as a result of the changes to their minds. Someone who may have sought the transformation for the sake of gaining more power might well lose interest in their original motivation for seeking that power in the first place, and other mortal desires may start to seem trivial or ersatz. Particularly deeply held goals and desires will most likely be maintained after the transformation, but even they will be twisted by exposure to Aitheri and the deific elemental manifestations' power.
  • Environments: While Elementals are never cut off from their element due to their constant connection to Aitheri, they will be less powerful when in an environment bereft of their element. It is much easier for an Elemental to manipulate an element that is already present near them then it is for them to summon forth great amounts from Aitheri, so starving an Elemental of supplemental "fuel" can restrict the scale of feats they would be capable of. Valleys with restricted air currents for Air Elementals, deserts with little to no water and nothing but sand and dead land for Water and Earth Elementals, and wet or otherwise fire-retardant environments for Fire Elementals are some examples of this.

Restrictions to becoming a Elemental

  • Racial: Any mortal race can undergo the transformation into an Elemental, with the exception of those afflicted with lycanthropy or vampirism.
  • Class: There are no class restrictions to becoming an Elemental.
  • Faith: Those who are exceptionally devout are much less likely to be able to form the bonds necessary to initiate the transformation into an Elemental. It is not explicitly impossible, but it is exceedingly difficult to do without diminishing ones devotion to the Gods in some form or another.

Additional Information

  • For the sake of clarity, it is outright impossible for an Elemental to be harmed by an attack based in their own element. No matter how powerful the attack might be, whether it be from an Ancient or an Avatar of Jherad, an Elemental's dominion over their element is so absolute that any attack of that ilk will fail to cause any damage. Furthermore, because the power of an Elemental is drawn directly from Aitheri their energies cannot be used by others to fuel their own spells, and any who try would be in grave danger of injuring themselves due to exposure to the otherwise unrestrained energies in Aitheri.

  • Original Concept and Write-up: Vyse & Zyrphath
  • Revised Edition: Vyse & Davin Ragal

The Veneratio / Elemental
« on: February 16, 2017, 01:39:17 AM »

In the time before time, when Eldanar was still formless and chaotic, the elements that combine to form the basis of the physical world raged uncontained and without abandon in the separate realm known as Aitheri; the Realm of the Elements. For all anyone knows this realm has existed for all eternity, shielded from the prying eyes of interlocurs by its immensely hostile nature, inhabited only by the deific manifestations of water, wind, earth, and fire. Not gods like Aldaron or Maedhros, but literal physical manifestations of the untold power of each element. While they later became known to mortals by many names and variously associated with different attributes and concepts, they remain in truth the same monstrous, majestic pillars of the world that they have always been.

When the realms were separate and distinct these energies could run free with no consequences, no boundaries beyond the realm itself. Spurred by a cause forever unknown these realms that had once been disconnected began to bleed into one another, causing the elemental energies that had previously been naturally contained with Aitheri to flow outwards. Despite the enormity of their power these beings were unable to completely contain their boundless energies within their realm's now blurred boundaries. This change threw the elemental realm greatly out of balance and threatened to cause great damage to the very fabric of the world at large. To curb the outflow of these wild energies the four elemental manifestations created their first progeny: the Primordial Elementals. Connected directly to the energies of Aitheri but physically bound to Eldanar, they acted as dams to hold the outpouring of energy back and return the realms to a more stable state.

If the original four elemental manifestations were mountains, the Primordial Elementals were naught but ants. Even still, such is the enormity of their progentiors that the Primordial Elementals towered above the common folk by a comparable magnitude. Furthermore, their existence relieved some of the enormous burden on the original elemental manifestations which in turn reduced the chaotic release of elemental energy across Eldanar. In this environment the world flourished and life spread rapidly across all corners of the globe. While the original elemental manifestations remained almost completely inscrutable to the inhabitants of Eldanar, the Primordial Elementals were not so inaccessible. Many a settlement sprung up near the abundant waters left in the wake of a Primordial Water Elemental, and early farmers knew that the most fertile lands could often be found near the resting places of Primordial Earth Elementals. Gods they were not, but they were worshipped in much the same way by the mortals who desired their favor. It remains unknown what, if anything, the Primordial Elementals understood of this dynamic, for their minds were not of mortal ilk and their thoughts utterly alien to those who stood in their shadows.

For many years this dynamic remained unchanged, even as the population of Eldanar grew and the Primordial Elementals remained as few as they ever were. However, this tranquil state of affairs was not to last. Much as their almighty progenitors had been unable to fully contain the energies within them, the Primordial Elementals began to leak more and more of their power into the world around them. Maybe it was the many battles of Gods and Men that upset their internal balance, or perhaps the elements simply resist being contained no matter the circumstances, but even once again the realms of Eldanar were beset by streams of unleashed elemental power that began to wreak havoc on the world around them.

In the face of this mounting catastrophe the Primordial Elementals looked to emulate their much larger ancestors and route of their energy into smaller containers in an attempt to stem the flow into Eldanar at large. However, they lacked the power to create such containers from scratch as the original manifestations had done with them and so they were forced to use what was available to them. A select group of mortals, many more than there were Primordial Elementals but many less than total number from which they were drawn, were chosen to be the vessels from which these new containers of elemental energy would be created. The criteria by which these beings were chosen remains utterly elusive despite many attempts by scholars to decipher them, but what is not in dispute is that this group of mortals would become the first Elementals as Eldanar knows them today.

Transferring their power in this way exacted an enormous toll on the Primordial Elementals. No longer could they roam Eldanar freely as they once did, they were forced to permanently fuse with the physical world in order to prevent the energy that remained within them from bursting out uncontrollably, a circumstance that would almost certainly have been more destructive than the state of affairs they were trying to correct in the first place. From this process many of the great landmarks of Eldanar were born, the husks of the Primordial Elementals providing the skeleton from which the world's skin could grow over and hold back the elements within them. In much the same way the original elemental manifestations had towered over the Primordial Elementals, the Elementals born of these events were but pale imitations of their creators, smaller in scope and power. Still, they were much more than they had been prior to their ascension, and they were far greater than all but the most powerful denizens of Eldanar.

That being said, these new Elementals were once mortals of Eldanar and were very much tied to the realm as such. Their power still came directly from Aitheri but in a much more limited magnitude than the Primordial Elementals that had preceeded them. As a result of this they possessed neither the ageless nature nor the nigh invulernability that had characterized the Primordial Elementals during their time on Eldanar. It became clear before long that they could be damaged, weakened, or even destroyed, though not without enormous effort. Between this and the fluctuations caused by the shifting contact between Aitheri and Eldanar the ranks of the Elementals have occasionally needed bolstering in order to maintain the tenuous balance of the realms. For now this remains the state of affairs in Eldanar, with the chosen few of the elements becoming the new conduits through which the power of Aitheri flows. And so the cycle continues; for now...

The Nations / The High Seas
« on: February 08, 2017, 01:05:31 AM »
The High Seas


The High Seas, or rather the Azrae Ocean is not a nation as such, but has some notable areas.  Deep sea voyages are only starting to become a larger thought about topic since the original colonisation of Entar by Humans from the east.  Deep sea voyages are dangerous and attempts to return to the east have never returned to date.  As such typically ocean voyage does not stray to far from the coastal areas of Entar, out to certain respected points.  This made another natural barrier to the Southlands.  While it was not unheard of for a daring buccaneer to risk the trip and succeed, it was generally accepted as too much of a risk for navies to attempt.

Add to this the area known as Sailors Bane.  A jagged and uncharted region of sea littered with reefs, under-sea volcanic activity and harsh visual conditions.  Also speculated to be the home of various vicious sea creatures in the spinning of yarns by old sea dogs, this region is steered clear of by all but the most intrepid of sea farers, but not impassible to the cunning and sharp witted.  The Bane stretches far enough out into the ocean that going around it would require a deep sea voyage, and equally daunting task with the currently under developed, but now gradually improving naval technology of Entar.

North of the Bane is the Bay of Daltina, a veritable hub of sea trade for the northern nations, and a portal fro trade with the Outskirt nations.  While prosperous and patrolled by the Andúnese naval forces, it is not without the ris, housing the ghostly port of Narim.

Major Cities

The Ocean has little in the way of settlements, other than the ships that sail on them.  While not strictly a nation, there are no major cities.

Other Towns and Cities

Again, as mentioned, the Ocean is not a nation, but a notable area of Entar.  To this end there is not a quantifiable settlement.  However, there is one place of note that is considered a settlement.

  • New Narim: While not a town, New Narim, once known as Brilhaven, is a flotilla of various ships tethered together forming a settlement that can drift with the whims of the tide, or break up and move to a location.  Traditionally formed for fear that the Royal Navy would not be able to protect the traders, the merchants formed the flotilla town to establish some protection to them and their trade.  Since the fall of Narim, Brilhaven has taken over as the pirate haven of Entar.  The surviving pirates siezed the flotilla during the confusion following the fusion of Krietas.  With their pirate vessels as protection, the flotilla now generally stays connected, with clever riggings for navigational change.  With the ebb and flow of the ocean, the pirates maintain this haven safe from the navy, who are now taxed elsewhere.

The Ocean

The ocean is a frontier for the brave and seaworthy.  Much remains undiscovered, including tidal caves and ruins, and what the horizons hold.  All fear to venture west to date, with the old stories of the west land.

What follows are notable parts:

  • The Bay of Daltina: An area where many used to pass, but now it is sailed with care.  Since the destruction of Narim, most traders will skirt the area, venturing only as close to shore as necessary.  While it is generally thought that the dead town of Narim is quarantined, many a sailor tell tail of ghostly vessels in the bay.  It is unknown if this is born of the rich sailor imagination or holds a hint of truth given the state of Narim.  Contrary to the last however, given the relocation of the pirate state, while skirting the bay, traders are less harassed by buccaneers than they used to be, averaging out as a safer trade route when they pirates are back on New Narim.
  • Sailors Bane: Only deep sea vessels are untroubled by this area of the Ocean.  Near the Maw of the Dead in the Southlands, this area of coastal water comes between the northern nations and the south.  Coral, underground volcanic activity from the Zurgas region and unpredictable fog make this area dangerous even for seasoned salts.  However, the area is both traversable and charted.  While an unlucky sailor can get damaged in an unexpected upspurt of volcanic activity, or become victim to the fog, the coral has been mapped extensively, ensuring coastal trade north and south.  An experienced sailor who has made many runs will be able to navigate the area even in the fog.  Deep sea berths have the luxury of skirting the region entirely, but face the dangers of the deeper ocean.


Other than national interests in the waters and their trade, no true organization is pure home to the sea, other than the pirates of New Narim.  They are loosely governed by the most prominent pirate captains, styling themselves as the pirate kings.  There is little rule to New Narim, but you don't generally cross the pirate kings.  Otherwise authorities police their own shores as best they can against all threats.


  • Original Concepts & Write-ups: Solia, Vyse and Korvannon
  • Revised Edition: Davin Ragal & Zyrphath

The Nations / The Underdark
« on: February 08, 2017, 12:55:56 AM »
The Underdark


Much like the neighboring Wastes, the Underdark is a placefavored by few. Since the Sundering, the drow have made their home in subterranean caverns and tunnels, constructing cities and settlements in the deep. It's natural beginning was that of a harsh and deadlyenvironment, which has unsurprisingly cultivated a harsh society of creatures.

The place is a warren of winding tunnels, and while many of the main tunnels have been mapped there is so much still to be discovered in the Underdark. Many will seek the Underdark for its treasures, but few will return. Because of its location, venturing to the Underdark from the other areas of Entar is more of an expedition, and a dangerous one at that. In fact the hope was that the northern mountain range, named the Great Northern Wall, would protect the rest of Entar from any Drow incursion. The reality is that there are lesser known passages to the Underdark dotted around Khalar, though most are treacherous and narrow. Additionally most of these entrances are few traveled and unknown to most, even the Drow.

The law of the Underdark is relatively simple. Hierarchical and class based, there is little rule in murder unless it is within a class or above. Such is the way of life under the relatively brutal management of the Underdark. While this might seem foreign to the outsider, this is the norm for the residents.
Major Cities

Over time, the Drow have constructed cities in the dark, these have been come to be known as The Six Cities.  What follows is a description of the larger of them.


Known as the City of Dark Weaving, as well as the Crown Jewel of the Six.  While in traditional terms of a nation, Shar'oloth would be regarded as the capitol, however the governance of the Underdark is far from what would be considered one of the more traditional systems of rule in the rest of Entar. Despite what many Entarians believe about the savagery and brutality of the Drow, Shar'oloth stands as one of the greatest architectural wonders of Entar, though few from the main lands will get to regard it.

Nestled in the caverns of Khandrakhar, a geographically unique part of the Underdark, deep below the Great Wasteland, much of the caverns surface is covered in water, forming a series of interconnected plateaus, the largest housing the majority of the city itself.  The cavern has a grand dome that stretches high over the city itself.

Surrounding the cavern is the Web, a natural defensive structure that affords Shar'oloth a great deal of protection. The Web is a hive of twisted tunnels surrounding the entire caver the city is housed in. The labyrinthine layout of the Web is host to many treacherous areas such as chasms, and home to dangerous creatures, even few Drow will dare to explore it fully.

Intrigues, conspiracies and webs of deceit are crafted within the limits of Shar’oloth; political feuds, money rivalries, threats, assassinations. All these and many other aspects make Shar’oloth a deadly but entrancing landmark of the Underdark and the Wastes.

Some features of the city follow:

  • The Crown of Maedhros: Also known as the throne of the Gods, or Sharord’l-Quar’valsharuk, this is the central area of Shar'oloth. This citadel sits in a large central dais, and makes up the central place of worship in Shar'oloth.  Most parts are open to the Drow, with the exception of the Shrine of Eternal Darkness. The Shrine is the greatest temple of Shar'oloth, and is home to two of the most powerful factions in the city; The Priory and The Cabal Veridesti. Foreigners are not welcome at all in the Crown.

  • The Twelve Citadels: The Twelve Citadels of Shar'oloth are the where the ancestral noble houses of the city abide. They surround the Crown as a first line of defense, though many believe that in the subterfuge-like nature of the leading bodies ofthe city, that the citadels serve as a way for the noble hierarchy to keep the clergy under constant surveillance. Non-Drow are forbidden in the citadels. Technically there are fifteen citadels, though three were abandoned by the traitorous noble houses.

  • The Market District: Sometimes referred to as the Chopping Block for the harsh punishment for thievery and swindling wrought there. The Market is one of the most active areas of Shar'oloth, and is located in the south of the city. Drow will travel from all parts of the Underdark to shop in the Chopping Block, as merchants of all crafts can be found plying their wears here, especially those selling rare religious artifacts.

  • The Subterranean Prison: Below the main plateau is a small warren of tunnels, with entrances from the Citadels and the Crown. Each of these building has their own prison connected by smaller tunnels. This where those found violating the rule of each faction and their areas are kept. Not only Drow but Dwarves, Humans, Orcs and so on can be found in these prisons. The faction controlling the prison have the right to do with prisoners as they will, up until the trial, when the clergy are the only ones with the right to judge them. As such, should a faction execute more politically sensitive prisoners, they could earn the ire of the clergy or worse.

  • The Abandoned Citadels: While the three Citadels may have been forsaken by the traitors of Shar'oloth, after time passed they were emptied and put to use again. One houses the Library of Shar'oloth, where all records are kept, another is the quarters of the Lilim Knights, where warriors are trained. This is the most fortified of the Citadels. The third is housed by the Academy of Wizards, also known as the Sorcere. This houses several laboratories of different natures, such as alchemy or sorcery, as well as places of magical learning and study.

  • The Shrine of Eternal Darkness: The Shrine is the proudest feature of the Drow of Shar'oloth. Not only is it the tallest building in the city, it stands at its geographic center. It consists of a central tower united with smaller structures, such as chapels and defensive structures. The whole thing is surrounded by a large sturdy wall. The central tower is where the Conclave, the ruling body of the city, meet. Surrounding areas are occupied by the Priory and the Cabal Veridesti. The latter are known for secretiveness, and occupy a large part of the subterranean portion of the Shrine that is not a prison.

Other Towns and Cities

The remaining cities of the Six are described below, as well as any other smaller settlements of note.

  • Nev-Mizzet: Often referred to as the City of Magi, the architectural style Nev-Mizzet is close to that of Shar'oloth, though more artificial. While Shar'oloth is constructed around a unique geological stratum, Nev-Mizzet has melding of plateaus, both natural and man-made in a smaller cavern, connected with stone bridges.

    The city borders the area of the Plains of Elghinyr, under the surface. Nev-Mizzet is home to many varying Conclaves of Magi, and the rule of the city his handled by the Conclave of High Wizards. Despite this, religious authorities in Nev-Mizzet hold high political sway, and in true Drow court intrigue will report back in secret to the clergy ofShar'oloth.

  • Naxrammar: An influential city of the Underdark, situated close to the Blood Red Sea. With all but Shar'oloth, this city is the eldest of the Drow cities, and as such both is held politically by the Clergy, who happen to be nobility also, but architecturally resembles the old Kindgom of Loriath.  While there may be a resemblance, it is a dark one, build through a series of caverns.

    It is likely the only city of the Underdark openly ruled by the clergy. Interestingly, the city is the only of the Six that is a strict Matriarchy. The hierarchy of nobility and clergy are one, with their leader being the High Priestess of Maedhros. Women are educated in the higher arts, such as magic and philosophy, while the males of Naxrammar tend to lead a life of labor and craftsmanship as lower echelons of society.

    Together with Nev-Mizzet, through an ancient treaty, the combined magic and labor produced the great black ships that are capable of traversing the Blood Red Sea. This means that Naxrammar has a strange, but thriving fishing industry, launching from their underground outlets along the northern shore.  Along with this is much in the way of salvage of magical trinkets, as well as the ability to easily explore the northern Isles. The treaty with Nev-Mizzet allows for the free trade of magical goods, as well as others, and is how they profit on the agreement.

  • Endlion: This city, along with Ghath, are close to the border of the Wastes and the Great Northern Wall. As such, Endlion is a likely place for Drow to depart to seek their fortunes in the mainlands of Entar. While it is still mainly a Drow populous, you are much more likely to observe both more tolerance of other races, though not much more, and the presence of other beings, though much more likely to be shady beings seeking out something in the Underdark or escaping from Entar's mainland.

    Endlions architecture is an odd mix of styles, with hints of old Loriath mixed with more Dwarven style, but similarly housed in a cavern below the edge of the Wastes.

    Politically, Endlion used to have a noble house, but that has since turned into a group of smugglers, operating both within the Underdark, and even beyond the Great Northern Wall.  Unsurprisingly, the Clergy has little to no sway in this City, and it can even be treacherous to be a member of them in this city. Truly there is little in the way of rule in Endlion, save for the smugglers gangs, but unless you are Clergy or do something to cross the gangs, generally you will be OK if you watch your back.

  • Ghath: While Ghath is close to Endlion geographically, the two cities differ a great deal. Ghath was originally established by the exiled noble houses of Shar'oloth. Their proximity to the Dwarven territories means that they have naturally picked up a flair for Dwarven design, and have even managed to establish small, secret trade with the certain Dwarven factions. So while Endlion can gain their valuable goods from Khalar and by extension the rest of Entar through smuggling, Ghath has negotiated ways of doing the same without much fear of provoking reprisal.

    Religious factions hold less sway in Ghath, much like Endlion, but they are not greeted with the same brutality, they just have little to no political power, and the populous tends to not to be as zealous. The governing is down by the Council of Elders, descendants of the exiled Drow nobility.

  • Dashlith: Perhaps the third most influential city of the Six. The city is situated north of the Ered Lithrai, near the north-western coast. The city has a massed much wealth and power over the years, to the extent that it nearly rivals Naxrammar. Sea explorers similar to that of the north-eastern city, though not asprolific due to lack of easy access to the islands, Dashlith amassed most of its wealth by striking lucky with rich mineral and precious gemstone veins near the city. To this day, they still yield rich trade from their mining operation.

    In addition to precious resources, Dashlith controls a rare Adamantium mine, and as such trade of items forged of the rare and durable metal fetch a high price.

    As a result one of the biggest ruling factions in the city is the Mining Guild. While technically the ruling body is the noble houses, many of them are directly or indirectly involved with the Mining Guild. The Drow may not match the prowess of their Dwarven neighbors when it comes to mining, but the rich veins around Dashlith make mining less of a delving expedition.

The Countryside

Aside from the sprawling mass of tunnels, many of which have yet to be charted, the Underdark has no real countryside of which to speak, but the Wastes in some sense could be considered the countryside of the Underdark in loose terms.


The Underdark has universal organizations, but they differ in power depending on the location. As such the political structure of the Underdark as a whole is complex and difficult to quantify outside of individual cities. What fallows is a list of organizations of the Underdark, and how they relate to the Underdark as a whole.

  • The High Priesthood: The most powerful overall of the political organizations, though even its reach falters, especially in the city of Endlion. They are most prolific in Shar'oloth.  Be that as it may, they still have the longest reach of all organizations in the Underdark. They share their power with the nobility in the most relevant cities, but it is often difficult to know who is the true power through the level of subterfuge in Drow politics. All the following factions make up the ruling Conclaves of cities in differing ways, as detailed above.

    The Clergy are divided into ranks. At the top are the Archclerics, heads of the church of Maedhros in Shar'oloth, and sometimes present in other cities also. While not necessarily numerous, these are arguably the most powerful figures on the whole in the Underdark.

    Following the Archclerics are the Priory. These act as a medium between the Archclerics and the Cabal of Veridesti, as well general Clergy of the Dark One. The Priory are the most commonly seen, with the Novices. While equal in influence with the Cabal, it is questionable what happens behind the scenes with the secretive society of the Cabal.

    The Cabal of Veridesti are a group sworn into silence, and a very secretive sect of the faith. Likely they have the most zeal of thesects, and reportedly spend most of their time meditating and contemplating the edicts and texts of Maedhros. There is also much speculation and rumor about the secret activities of the Cabal, and secret activities that may even undermine the power of the Priory.

    Finally, the Novices. These are Clergymen in training. They have no particular power, but do demand a modicum of respect, even among the nobles of the cities, naturally depending on the city.  Novices tend to stick to the parts of the Underdark where the Religious faction holds power.

  • The Noble Born: The noble lines of the Underdark date back to the age of Loriath. Technically speaking, they are the rightful rulers of what could be considered the Drow nation, but much like the clergy this varies. At face value in cities like Shar'oloth, the nobility share the power with the Clergy, making up the Conclave in several of the cities. In reality, there is often subtle conflict between the two factions, despite their governance. In some cities, such as Endlion and Ghath, the nobility have full control, but have normally deferred to a different organization, such as the mining guilds, or the smugglers.

    It should be noted that there is a blurred line between nobility and the Clergy, as many within the Clergy are also of nobility, thus adding another nuance to Drow politics.

  • The Lilim Knights: The martial force of the Underdark, most prolific in Shar'oloth, and least in the southern cities. They act as the enforcers of the Conclave, but have very few members in the Conclave itself, restricted to a representation from the top echelon. The Lilim Knights also act as a training group for any other militia forces. They are much more likely to follow the command of the Clergy than the Nobility.

  • The Magical Coven: Nobles and Common Drow alike make up the Coven, again they are most prolific in Shar'oloth, but also in Nev-Mizzet. The represent the most scholarly of the Drow, and serve the Conclave in an advisory role on many varying matters. Like the Lilim Knights, their upper echelon serve on the Conclave, and the organization owe allegiance to the Conclave first, then the Sorcere


  • Original Concepts and Write-ups: Malygos & Avy
  • Revised Edition: Davin Ragal & Vyse

The Nations / The Southlands
« on: February 05, 2017, 10:03:56 PM »
The Southlands


The Southlands are made up of the Lush plains of Falathrim in the west, the Zurgas Mountain range in the east and the Impregnable Forest in the South.  The lands were originally relatively far flung from the Andúnese Empire and relatively untouched by the Humans, Dwarves and Elves.  It was as a result of this that those who originally went in a different direction from those nations would 'exile' themselves to the south to live in peace.  The plains are dotted with farming communities of differing sizes with the supported by the Dúrlonn and Zurgas Rivers.

After the succession of the Outskirts from the Old Empire, and the formation of Olrig's Bluff, the Southlands experienced a level of security from the politics of the other nations, and was made even more of a haven from all the lands to the North.

Possibly the largest settlement is the city of Fenn, situated on the Fenn Delta to the south.  Known as the city of flowing water to some, it sprawls on both land and artificial islands amongst the outlets of the delta.  It is also a coastal city and enjoys a rich fishing culture.  Fenn acts as a major hub for trade in the south, and in the modern age enjoys trade routes all the way through some of the various northern nations.

The Southlands are protected by a collective army known as the Muster, who while no longer were needed to protect from potential conquerors from the other nations, have maintained their skills with many clashes with Orcish clans.  To the West of the Southlands is the city of Aeluin, a dark place and home of the Black Orcs.

The Zurgas Mountain Range includes the currently dormant Zurgas Volcano, which was once responsible for creating the desolate region known as the haunted quagmire, a place where few will tread.  The Mountains are home to a few of the rarer seen races in Entar, the Dracons.  The Mountains themselves are breathtaking as their black spires are seemingly immaculately chiselled onyx, a phenomenological natural formation.  The mountains are also home to nomadic settlements of Minotaurs.

Also in the Southlands there is the Impregnable Forest, in which little is known.  Few common a person tread in this place, and it is named as such for a reason.  It is an ancient and dense forest, and what little is known to live within are some creatures of a fantastical nature thought to live on the outskirts of the forest.

Finally far to the east of the Zurgas mountains is a region known as the Maw of Death.  Little is known about this region, as a disaster thought to have occurred during the ushering of the Fourth Age created this twisted area of land and sea alike.  Few have even dared to explore this area.

Major Cities


Fenn, often called the city of water, or the city of dreams is an interesting settlement.  Settlers have taken advantage of the fertile area around the fenn, teaming with plant and animal life. Outwardly it appears as a grand stone-worked city, with spires and towers, all very grand, and with several unique features.  However, Fenn, like most other cities has a poor quarter, ravaged as a product of the constant flow of developers to Fenn in its early stages of construction.  Built on the Fenn Delta, the City harnesses the waterways for one of its most prominent features.  Produce is fairly rich, and trade dominates amongst the nobles and wealthy within the city.

While the people of Fenn are mixed, and seemingly not bound by racial barriers, any Orc seen openly in this City will be killed on sight.  There is not a clear dominant race, but a mixture of Human's and Half-Elves seem to be the most abundant people of Fenn.  Religion has little sway in Fenn, worship is not discouraged, but the only large temple in Fenn is dedicated to Daidlin, the other religions being restricted to that of small shrines.

Some of the major landmarks follow:

  • The Streets: While there is prominent architecture in Fenn, with many breathtaking and interesting buildings, what are interestingly called the streets by the locals is likely more interesting to visitors.  Much of Fenn's city streets are irrigated and intertwined with the waters of the delta.  While there are many walkways and foot bridges, the main method of travel is via these canals and waterways.  These filter into the other prominent features of the city.
  • The Grand Market: Unlike any market on Entar, the Grand Market is a large square basin, from which most major waterway routes filter into.  On market days, this whole area will be filled with a collection of many rafts and boats, some free floating, others tethered together allowing people to browse the wares of many on foot.  Even on non-market days, rafts will drift around the basin, either people crossing to another thoroughfare, or merchants still peddling their wares.  Common in the market are exotic fish and shellfish due the the rich bounty of the delta.  Wealthy merchants will attempt to ferry these north.  Probably the most unique item one will see in the market is that of Saepur.  This is the sap of a tree that only grows in the Fenn delta.  The refinement process is complex, and assumed that only those skilled in Fenn hold the knowledge to produce it.  Once refined it can be used to treat timber, giving it remarkable resilience to elemental wear and tear, even limited resistance to flame.  It is highly sought after by ship builders, being far more effective than traditional treatment methods.
  • The Old Walls: Fenn has large siege walls around the old part of town, but unlike many in Entar, these extend out into the bay where the delta flows out into the sea.  These are similar to the coastal walls of Valgard, though on a smaller scale.  These are equipped with sea gates opened and closed by teams of horses housed in the walls.  Unlike the Valgard sea wall, these gates can get congested during market days.
  • The Old Town: The Old Town is the Old walled City, which encompasses the Port area of Fenn.  It is usually busy with Fishermen, Sailors, and a whole host of General workers bustling throughout the day and night.  The Old Town houses the Grand Temple of Daidlin, as well as the Grand Market square and Coastal Barrier.
  • The Slums: The Slums, like any other city, are rundown and poorly developed.  Unlike the rest of Fenn, the slums are constructed of timber, but still have the unique characteristic waterways.  These are move crooked and winding than the straight cut stone water ways of the Old Town.  Despite the rickety buildings and poor surroundings, the Slums can be a lively place, especially in the evenings as many of the Sailor will drink here out of preference.
  • The Inland Heights: The Inland Heights, are most inland of the city, with walls of its own, inhabited by the Wealthy Nobles and Traders.  This area is small in comparison to the rest of Fenn, but includes some of the grandest buildings.  All are simply living quarters for the rich of Fenn, but they also house their servants and often their own personal guards.  Entrance to the Heights is generally restricted, and although it sits outside the walls of the City proper, it is nestled within two large branches of the rivers on the Fenn Delta, making it a difficult target compared to the Old Town.

Other Towns and Cities

The Southlands are home to few towns and cities, even fewer of note, due to its history.  Many settlements are considered nomadic, others are undiscovered and located in the lesser walked parts of the Southlands:

  • Aeluin: Very little is publicly known about this city, if it can be called such.  All is known is it home to the Black Orcs.  The military forces of Fenn dare not venture too close, but keep their lands free from Black Orc invasion.  As mentioned, little is documented of this city, other than the warning for travelers to stay away.

The Countryside

While not as vast as the Outskirts, the Southlands are a rich fertile expanse, with some unique dangerous locations.

What follows are notable regions:

  • The Falathrim Plains: The most expansive region of the south, the plains represent pure potential.  They are lush and fertile, but the dangers of the encompassing area mean that it has been ill settled by little more than nomadic peoples.  There are a few small towns and villages, but they rely desperately on the protection of Fenn to exist, and never expand much.  That said, the plains have great potential, and should a settlement take hold, they can grow as much as Fenn did.  Ranging from the edge of Olrig's bluff to the southern coast of Entar, with the Durlonn river flowing throughout the region, and the Zurgas river basin, the Falathrim plains encompasses much of the Southlands.
  • The Zurgas Mountains: To the southeast the imposing mountains of Zurgas spire.  A unique volcanic formation, there are few areas where it is possible to grow anything on these mountains.  Despite this, the mountains are home to three of the more reclusive races in Entar, the Minotaur, the Illioairii and the Dracon.  The mountains themselves generally appear dark in formation, with dotted patches of green.  These represent the only fertile areas.  Generally there can be volcanic activity, though in very minor ways, with lava bleeding through cracks in the surface sporadically.  The inhabitants have developed means to cope in such an environment.  Zurgas is also home to many caves and ruins.  Potential for mineral mining is high, and the temptation has been the doom of many dwarven excursions south.
  • The Impregnable Forest: Perhaps one of the least documented places on the entirety of Entar.  The forest is rarely explored, except by those who inhabit, or know it, and they do not share their knowledge lightly.  All is known that the interior is is both beautiful and frightening, with plants not seen any where on Entar.  It can be maddening to navigate.  It is not so much impregnable, more that those do not venture, and few who enter will return for reasons presumed fatal, but again unknown.
  • The Maw of the Dead: Another little known feature of the countryside is this large area of shallow water north east of the Zurgas Mountains.  While ocean adjacent, the water is shallow, the land beneath the waves is dead, and not only this, littered with corpses of old.  No one has had stomach to study this place to determine its origin, many speculate it to be a foul unnatural relic of an ancient war.


Similar to the Outskirts, The Southlands are not unified, however Fenn as a city does its best to police as much of the south as possible.  Additionally, the Outskirts isolates the south from northern politics, letting them live in political peace, even if danger lurks elsewhere.  The most prominent organizations in the south exist in Fenn, and influence the most habitable areas of the Southlands:

  • The Council of Five: The ruling council of Fenn, made up of the High Philosopher of Daidlin, the General of the Fenn Regulars, The Admiral of the Fenn Merchant Navy, The Master Trader of the Grand Market and The Master Architect.  While they are responsible for the governance of the city itself, they also maintain order of trade routes and as such police as much of the Falathrim Plains as possible.  Due to the relative religious freedom of Fenn itself, the High Priest of Daidlin is kept impartial from the government, rather an independent "High Philosopher" is elected to represent the more religious side.
  • The Regulars: The name given to the army of Fenn.  While no where near on the scale of the armies of the north, they are made up of infantry, outriders and naval skilled soldiers.  With their outriders, they safely police much of the Falathrim Plains, making them the closest thing to the law in the Southlands.
  • The Water Keepers: A Mage guild, and a powerful body in Fenn itself, these Mages ensure that the waterways of Fenn remain pure and safe, also making sure the more fetid waters of the Slums do not propagate into the other parts of Fenn.  While they themselves have no impact on the rest of the south, their services can often be contracted to other parts of Entar, though their ancient craft comes at great cost.


  • Original Concepts & Write-ups: Athl Occherlund, Solia & Davin Ragal
  • Revised Edition: Davin Ragal & Zyrphath

The Nations / The Outskirts
« on: February 04, 2017, 10:04:41 PM »
The Outskirts


The Outskirts, similar to the Southlands, are not a unified nation but a geographical and historical area from the ancient empire. There are several notable areas within the Outskirts. There is the City State of Narim, originally a coastal fortress of the Andünese Empire in the times of the Black Citidel it was abandoned by its Empire, only to be 'liberated'. Narim became a criminal hive, run by pirate kings, and Andünese Kingdom could do little to police it. After the cataclysmic events of the emergence of Kreitas, Narim has been reduced to ruin and sealed on order of the kingdom.

The largest land within the Outskirts is likely the Haldaric Desert.  The endless sea of sand is home to one of the more exotic and rare species of Entar; the Katta. It is also home to the Barbarian Human tribes, nomads who have adapted to the harsh environment over the years, as well as desert Orcs. There is little in the way of permanence in the shifting sands, and settlements are often as mobile as their nomadic builders. The only city that stands within the harsh climate of the desert is that Xak Tsirioth. The city was founded in times of struggle between desert Orcs and the Katta and humans. Those who rallied to build a fortification for themselves eventually founded the city. Through many factors including the harsh environment and the nature of its founders, law keeping in Xak Tsirioth is both strict and intense.

An area of particular note in the Outskirts is the Steppes of Valenthia. A fertile grazing land home to yet more clans of Orcs, Katta and Barbarian Humans as well as some more fantastical and rare species this was a gem which was lost to the Andünese Empire.  When the Outskirts broke free from the struggling Empire it was the major settlement of Olrig's Bluff that made their succession possible. A sprawling settlement on the high mesas of the Steppes, Olrig's Bluff was sometimes referred to as "The Barricade", as its defensible nature coupled with the stretched resources of the Empire made it virtually impossible for any to contest the succession.

Finally, the Quegan Jungle spans to the South East of the Outskirts. Technically the Jungle can either be considered part of the Southlands, or in part the Outskirts, The Jungle is home to further tribes of Katta and Jungle Orc.  Dangerous and exotic, the jungle features nothing in the way of major settlements and is also home to many exotic animals and plant life. The sentient species that occupy  the Jungle tend to move around throughout the year, with the exception of Camp Orgaatar, a large Orcish fortress and the ancient ruined city of Kattan, an ancestral home to the Katta of the Jungle, but essentially a relic that certain tribes may come to inhabit from time to time.

Major Cities


Narim used to be a coastal fortress and important port, but ultimately became its own independent state governed by pirate kings. After the events of the emergence of the new land, Kreitas, Narim was ultimately destroyed by the initial assault of the magi and the after-effects of the dimensional distortion when the continent fused with Eldanar. While the desolation of Narim is more immediate than anywhere, it may not be the only place like this. Narim became a haven of the undead after the magics died down from the conflict and fusion, leaving the once vibrant port a ghost city where creatures born of malicious magic roam. As a result, the coalition made the edict that none should venture in currently. Make-shift fortifications were constructed around the port, to keep those within from emerging.  Naturally treasure seekers and the like make attempts to get in, most are repelled, but Narim can no longer be considered a city.

Some of the major landmarks follow:

  • The Harbor: Once the life blood of the city, this area of haven for the ships of privateers is a shadow of its former self. The masts of vessels both naval and pirate litter the waterfront, remnants of the destruction of the city. Building fronts are loosely intact, but at best abandoned.  While generally the creatures that emerged from the twisted magics stay clear of the waterfront, it would not be uncommon to see undead shambling around harbor.
  • The Hive: Once rife with gangs, thugs, black market vendors and any level of corruption one could consider in normal life, The Hive has now become a labyrinth of ruination and decay. The ruination of the Hive makes it complex to traverse, with many alleys, cellars and buildings that cannot directly be passed through. To add to this the creatures born of the malicious magic are at their highest concentration, and will stalk any would be treasure seeker through the ruins of the hive like a perfect predator. Because of the original nature of the Hive, its basements and cellars can be home to riches and trinkets worth the adventurous risking their lives.
  • The Hole: Once a place where warriors competed for various reasons, the Hole is remarkably intact, given the state of the rest of Narim.  With this comes an unusual twist. While Narim is now rife with creatures of the undead as well as more supernatural creatures, The Hole is filled with warriors of the fallen. While Draugr do not often appear outside of their tombs, the warrior souls manifested from their graves as Draugr, and battle endlessly with one and other. Any intruder in turn will be attacked by such in the ruins of the old battle arena.

Xak Tsirioth

This city, like many, is born of conflict.  A fortress that people flooded to during a great time of conflict, Xak Tsirioth was built by a hero of the namesake, to protect the free peoples from greenskin invasion from the south.  An important city in the Outskirts, as it served as a bastion for the nomandic peoples of Katta and Humans when the Orcs of the south attacked.  After the fact, Xak Tsirioth became a safe haven in the Haldarac, for all those who had left the old empire.  The city became a trade hub between the north an south of Entar.  The city itself is considered an anomaly by many, as it exists in a harsh environment, but it is a conduit between the lush south and the developed north.  In modern times, while still a defensible location, and still a haven for all, it is more of a caravan hub than nothing else.  The city is built next to a large oasis making it nigh impossible for any traveler traversing the desert not to mark it as a stopping point.

Some of the more prominent locations within the city follow:

  • The Keep: The Ancient keep that Tsirioth used to defend the free peoples. Formed into the rock, it remains a unique and defensible position. It has two access points, the main gate and a secret gate. Normally it houses the officials of the city, and is the place of government, but during times of siege, the Keep is intended to house the citizens of the city. The city has grown since this intention, and no one has tested that it could in fact house all the denizens of the city any more.
  • The Market: Immediately outside the main gate of the keep is the market. Typically cities have many small markets and a main market area, but Xak Tsirioth only has one, and it is expansive. The trade between the north and south of Entar is dependent on this market place, not just for trade, but as a rest stop for caravans heading north or south. Generally the market is much more exotic than one might see in the northern nations, but conventional items can be found.
  • The Farms: Tsirioth was not just a great leader in the conflict with the Orcs, he was someone who could make best with a bad situation. By exposing water from tables under the earth, Tsirioth was capable of running a complex system of irrigation in order for his people to grow crops in an environment as harsh as the Haldarac. They are limited in size, and rely on trade primarily, but the city could survive on rations from their unique farming system for longer than any invader might calculate. Scholars will visit the desert city to behold their farming ability.
  • The Gallows: Because of the nature of governance in the city, crime is not tolerated. That is not to say that there is no crime, but punishment is swift and rarely considerate. As a result, a prominent display of executed criminals, hung by the neck, can be found near the main gate. Often people find this off putting when entering the city, but the government will likely never get rid of it, as not only is it tradition, but a strong ethic of city law remains in effect since Tsirioth's days.

Other Towns and Cities

While the region of the Outskirts is not a collective nation, there are numerous settlements, many nomadic in nature.  Some that are still of note follow:

  • Olrigs Bluff: A natural collection of nomads, the bluff is a shanty town established on and around the plateaus at the entrance to the Steppes. Out of necessity this town has become the gateway through the Steppes and ultimately to the desert. The nomadic people who have settled here are ever vigilant and have found lush regions where they can grow crops and sustain themselves independently. Unless directly threatened, they tend to stick to their own devices.

The Countryside

The Outskirts cover a vast area, most of which are not livable. The Outskirts are historically the region that the old empire could no longer control, but only reached as far south as the free southern coast. From the ruins of Narim down to the base of the Haldarac, and almost coast to coast, this region holds desolation and beauty a like.

What follows are notable regions:

  • The Bluffs: Though Narim may be in ruins, the areas around it are surprisingly untouched.  The bluffs are the most notable countryside, a complex region of cliff faces along the coast.  While generally typical, the bluffs are extensive, and even play host to caverns that spill out from the Underdark. Most of the Bluffs remain unexplored and unknown
  • The Marshlands: To the south of Narim and prior to the reach of the desert is the marshland. Teeming with life and danger alike, it is an area avoided by most caravans. Small tribes of Orcs make their home this harsh climate, but are never bigger than a small village and choose life in the marsh out of a desire for isolation. Generally adventurers steer clear of the marsh as the Orcs that inhabit it are fiercely protective of their clan land.
  • The Valanthian Steppes: Home to many nomads of different races, religions, and crafts, the Steppes not only represent the fertile lands of the Outskirts, but also the gateway to the desert itself. The nomadic peoples of the Outskirts will raise cattle here while keeping a wary eye is kept on travelers and armies alike. Called the barricade for a reason, the steppes can be swarmed with hundreds of defenders easily and quickly with simple signaling. This is a trait passed from the old empire. From the defensive position of the various plateaus, defenders can deter a veritable army from gaining passage if needs be.  It is this protection that has kept a level of political isolation from the northern realms. The most prominent area in the Steppes is Olrigs Bluff.
  • The Haldarac Desert: As many would assume the desert is a desolate place. Home to many nomadic tribes of Orcs, but also the home of many mysterious ruins, the desert claims victims of travelers and adventurers both. Rumor speaks of a elemental fire being living at the heart, but none have survived to confirm it. On the western reaches of the desert the most prominent Orcish settlement exists, though few know much about it, nor travel there. Only a bold merchant would head to Rurag'tar.
  • The Quegan Jungle: While as little known as the desert, the Jungle is the opposite in terms of life. It teems with it, and has vast nature and biological wonders that few have beheld. The more wild Katta and Orc tribes make their home here. They are nigh feral and do not suffer intruders gladly. Additionally, many ruins of ancient tribal nature exist in the Jungle. An unpopulated area of Entar exists beyond the Jungle, though the dangers of the Jungle itself and the high cliffs on the coast make this region one of the few untapped areas of Entar.


The Outskirts are not in fact a unified nation but a geographical region. As such there is no overall organization. Settlements will have their own organization and governments, much closer to tribal. The biggest military presence in the Outskirts is the hardened army of Xak Tsirioth. Their own council based government controls the army, and the council is made of prominent military figures and merchants alike, as well as representatives from prominent groups such as the remarkable desert farmers.

Otherwise the Outskirts is a true free land, which can bring its own benefits and perils alike.


  • Original Concepts & Write-ups: Vyse, Solia, Esca Mood, Aerthalion & Ephedel
  • Revised Edition: Davin Ragal & Vyse

The Nations / The Wastes
« on: November 22, 2016, 07:45:48 PM »
The Wastes


What is now the Wastes, was once a great, beautiful and prosperous land - the Elf-kingdom of Loriath. The land itself took such a toll during the conflicts of the Sundering that it eventually broke apart, some falling into the ocean, some becoming void of the life and beauty that it once had. The scarred, beaten remains of Loriath that didn't fall into the ocean is now known as the Wastes.

Promising nothing but ill-fortune, the Wastes is possibly the most inhospitable region on Entar. Bearing nothing but ashen rocks, dirt, sand, and rubble, the Wastes are a barren plain of sorrow and evil. Shadows from the few hills and mountains in the west distort across the harsh surface casting wicked shrouds of darkness over the land with every passing sunset as the great eastern peaks of Khalar and Valgard cast them with each coming sunrise. To the south, a wall of icy mountaintops blocks the passage.

Little to no vegetation resides, or it should rather be said decays, upon the cold landscape. Should one gaze upon the seemingly never-ending view the badlands have to offer, one’s vision might forever be tainted by the colorless array before them; predominantly, blacks, grays, browns, and whites will be all one will see in such a land. What little land there is furnished with twisted, sickly trees and wrangled plants is often due to a lack of exposure to the harsh terrain’s touch, and even a lack of exposure to the creatures that abide in the Wastes… possibly for more reasons than an outsider would want to know.

Water is scarce in the Wastes, and what little that isn’t frozen tastes rancid and defiled. Dark, murky pools of water are the only sources found to grace the ashen lands with their presence; pools with a taste so foul, it is more than likely that the “life-sustaining” water would take life rather and give it. The lands carry a frost-bitten sort of feel, being wickedly cold and dangerous. Permafrost, and more often than not ice, covers the land in a wretched blanket. Snow is not uncommon in the Wastes, but a warm draft of air definitely is.

Boasting a sullen look, many find the Wastes to be an inhospitable wasteland. Few survive within it, and even fewer wish to survive in it. Cities are nonexistent upon the rocky surface. One would be lucky to even find as much as a hut in their travels across the Wastes. The creatures that do manage to survive are the sort none would wish to come face to face with, even the more humanoid ones. Raised to survive in such a desolate land, the creatures of the Wastes are rough and coarse, and hard to find.

Quite simply put, the Wastes are everything that their name implies, at least in regards to their surface. Below, a seemingly endless traversal of maze-like caverns leads to the vast and terrifying, subterranean land of the Dark Elves, the Underdark.

Major Cities

The Wastes are nigh inhabitable, very little traveled decimated region of Entar.  As such there is no such thing as an existing city on the wasteland.  Even small pockets of nomadic settlers, forced to live here out of necessity or exile alike, but there is nothing that constitutes a known settlement.

Other Towns and Cities

Regretfully, as above, due to the harsh nature of the land, The Wastes is home to no particular towns or villages. The few camp-making inhabitants it is home to are few and far between, and the camps themselves are small, disorganized and highly nomadic due to both weather and natural predators.

The Countryside

While few in numbers, The Wastes is home to a couple of landmarks of note:

The Elghinyr Plains

Located on the north-eastern corner of the Wastes, the Plains of Elghinyr, also known as ‘The Dead Plains’, are the sub-region that is the foundation upon which all the tales of woe and misfortune from the ill-fated Entarian travellers who came to this god-forsaken land have been woven. It is the easiest land-based route of access, despite passing by the Dragon Vale, venturing through the Gate (a tiny, yet traversable pass in the mountains - the only one of its kind). The terrain is flat and cold, with virtually no rocks sprouting from the eroded soil; nevertheless the grounds are cracked and profound chasms can be found every few miles. There is no water of any kind, not even rain, even though the weather conditions threaten to suggest otherwise, for there’s always turbulence in the skies and dark clouds bringing down bolts of lightning every other day. There is no life in this area of the Wastes; no plants ever grow and the animals are quick to perish after a few days of roaming. There are no settlements or cities in this region, not even underground.

The Wasteland

The Wasteland is the largest sub-region of the Wastes, occupying virtually the entirety of the lands between the Plains of Elghinyr and the Mountain Chain of the Ered Lithrai; they also extend through the northern coastline of the Wastes that surrounds Elghinyr and through most of the regions that border the Khalar range on the eastern side, with the exception of the Southern fields of Desolace. The Wasteland, although not as lifeless and inhospitable as the Dead Plains, is quite a harsh land, with little vegetation and water sources, and yet inhabited by a great number of wild beasts, most of which are quite violent. The weather is also rather relentless in this part of the Wastes, with great blizzards forming during the months of winter and harsh gales with the coming of the summer. Nevertheless, life has managed to prosper in this region, a view that is widely enforced by the fact that this is where most of the Orcish and Barbarian settlements are located.

  • Shrine of Ahn'Zshirai: Rumored on the very far fringes of society to be the burial site of an ancient beast-god, the shrine dedicated to the never-yet-seen figure of Ahn'Zshirai attracts a fair amount of attention. Oft visited by deranged cultists, crazed desert dwellers and other desperate ilk, the shrine is extremely dangerous - the trek through the Wastes being perilous enough in itself.

The Van'war Barrows

The Barrows are located between eighty and a hundred-and-fifty miles north of Shar’oloth; they border with the Ered Lithrai to the west, the Blood-Red Sea to the north and the vast Wasteland to the east and south. The land is shaped much like a waning moon and is entirely formed of a series of hills, the highest of which elevates at a height of six hundred feet. The temperatures in the Barrows are always low and the skies are clouded for the most part of the year; however, not a drop of rain or snow ever falls, but massive fog banks coming from the sea often fill the terrain, humidifying the soil and allowing plants to grow. The Barrows are used as funeral grounds by the Drow of most of the Wastes; however, their abundant vegetation has been widely coveted in the past by Orcs and Humans alike, which has led to more than a few confrontations and the establishment of a special guard whose sole purpose is to keep any non-Drow trespassers from profaning the tombs of their ancestors.

Ered Lithrai

This mountain chain is the clearest mark left of the Sundering and the destruction of Loriath, for it was this cataclysmic event the one that caused the volcanic peaks to sprout from the bowels of the earth, spreading throughout the entire western corner of the Wastes. The Ered Lithrai received their name from the old Elvish Tongues and it translates literally as ‘Mountains of Ash’, and not without reason since most of the mountains are actually massive volcanoes, some of which have turned dormant over the years. That is not to say, however, that there are no active volcanoes in the area; in fact there are several craters that present great activity and threaten to erupt in any minute. The Ered Lithrai, as anyone can easily guess, are a land of high temperatures and black skies; however, because of the constant volcanic activity, the ground, and most importantly, the underground, is bursting with great amounts of minerals, including metals that can be used in forgery and precious stones. The Drow that occupy this region are known to be great craftsmen and miners.


This small portion of terrain located on the south, bordering the Great Northern Wall to the southeast, and the Wasteland to the northwest, is a land abandoned by the Drow and left to the Barbarian and Orcish tribes and inhabit it. The Drow named it ‘Desolace’ for it is quite simply a barren land where little plants grow and the animal population is greatly reduced; however Orcs and Humans have fought for this territory during centuries now and the conflict has had its impact of the ground. The rituals and spells used in the battles and the rivers of blood and have been shed during this conflict have coloured the ground with a red hue, and the bones of those who have fallen in combat adorn the landscape, piling up with every passing day since no side seems willing to give in. There’s not much to say about this land except that the Drow have been watching it closely from the shadows for many decades; they wait patiently for the day when the tides turn in favour of either side and the conflict comes to an end, so they can raid the lands and take them for themselves, mostly because they’re more interested in what lies underneath.

  • Zal'Rigosh Docks: At the western bank of The Wastes, an old Orcish dock remains. In the past, the occasional merchant would set up shop at Zal'Rigosh, and a small collection of shacks served as a make-shift tavern. These days, the docks are all but abandoned. A small band of orcs still keep the docks open, though it is considered a rogue and dangerous route.


No overt organizations make their home in the Wastes.  There is no law or order in the wastes, the governing forces are that of the elements and the sheer hazards of this dangerous and desolate place.  As mentioned, small pockets of nomads can be found in parts of the Wastes, none that could even muster or constitute a ruling body.


  • Original Concepts and Write-ups: Malygos & Mysri
  • Revised Edition: Zyrphath & Davin Ragal

The Nations / The Khalar Mountains
« on: October 03, 2016, 08:22:04 PM »
The Khalar Mountains


The staggering peaks of the Khalar Mountains make up the majority of the diverse and majestic scenery which is the home of the Dwarves. From snowy northern peaks, all the way to the gloomy entrances of the Underdark, Khalar is both a sight for all, and a place with its own inherent dangers. Dotting beneath the mountains are the great Dwarven cities, varying in size and spectacles. These cities were crafted centuries ago by the greatest Dwarven craftsmen. Also beneath the mountain can be found many caves of varying wonder and danger, as well as mines and ancient vast halls of Dwarven houses and Lords long forgotten. A long with these wonderments of the world is a natural phenomenon, the Norzane; A Desert of Ice, often referred to as the cold heart of Khalar. While a treacherous place of howling cold winds and jagged sheets of ice, the Norzane serves as a divide between some of the major clans of Khalar, and is where trade routes cross over.

Khalar has eight clans, the oldest and largest of these being Clan Khur and Clan Thorgar. Each clan has lands of varying size, depending on the size and strength of each clan. Naturally, the cities of Thorgar and Khur are ruled by the clans of the same name. Khur holds power in the fact that the city and its mines are the largest, and with the exception of rare lucky finds, the only source of Mithril in Entar. Thorgar holds not only the power of being the only city built in the Norzane, but also being the guardians of the major meeting places of all trade routes. Thorgar is also a sight to behold, being built in both the mountain and the ice, it is comprised of majestic carved halls of ice and stone, and houses a popular tourist attraction of decadent hot springs.

As the Khalar range also houses a couple of entrances to the Underdark, it is the primary land-based route of traffic in and out of the Wastes. The lands of Khalar are patrolled by their respective clans, but can be treacherous for those that stray from the beaten track.
Major Cities


Founded by the dwarven clan, Khur, the city is often referred to as the Mithril City. An ancient mining settlement that became the first and capitol city of the dwarven nation. Khur is a testament to dwarven architecture and craftsmanship.

Quite literally carved into the mountains, the arches, passages and caverns all have intricate and well engineered design. Areas of the city have shorter ceiling heights, by tactful design, meaning mainly just Dwarves have access with ease, making the defense of the city unique also. While on the surface it can appear rough, architects around the world tell tale of how breathtaking and well designed the halls of Khur truly are. Khur is almost exclusively inhabited by dwarves.

What follows is are some of the distinct areas of Khur:

  • The Spiral: A gargantuan wending stair, leading from the base of the main cavern up to the Roost. Much more like a upward spiraling road than an actual stair, the spiral is the heart of travel in the city, as well as general commerce. Shops line the sides, vending most goods, and pathways to other passages and caverns branch off. It is not uncommon for one to find a tavern on the spiral, indeed it is not uncommon for travelers to spend their entire visit here.
  • The Roost: Under the peak of the mountains, at the top of the spiral lies the Roost. This hold home to more gubernatorial aspects of Khur. The main military and city guard barracks are located in the Roost, as well as the hall of the King, where the lord of Khalar makes his home and conducts his council. It is lavish and structurally well designed, and has on top of this the fact that an invading force would need to make their way all the way up the Spiral to challenge the king.
  • The King's Hall: While not entirely a hall, as it holds the residence of the lord of Khur, the Kings Hall is a huge multipurpose chamber. The king will hold council here, will host feasts, even festivals for the denizens of Khur. It is almost the match of the Great Arch due to its vastness and intricate architecture, while still fitting almost seamlessly into the mountain peak.
  • The Quarters: The main residential area of Khur, the quarters are midway up and off a branch in a separate cavern from the Spiral. While primarily common residential, many local crafts are made and sold here, in an almost insular fashion by the dwaves inhabiting the Quarters
  • The Warren: Deeper and lower than the Quarters, the Warren can be accessed also from the Spiral. The poor generally make their home here, but due to the low worth nature of the area, gangs and banditry are abound in this region of the city. Law enforcement is light here.
  • The Mines: The very foundation of Khur, as the city was a mere mining settlement in the beginning. When rich veins of Mithril were discovered, the city began to boom. This is the economic heart of Khur, and even Khalar. While famous for Mithril, there are many metals and ores mined in Khur. Some mines under Khur are abandoned, with myth and mystery abound, or simply because they were exhausted.
  • The Great Arch: The entry to Khur, it is one of the pieces of dwarven architecture that really represents their craft and skill. It is vast, so vast that should a river flow through it, a galleon could sail into Khur. Adorned with runes and statues it is a sight to behold. It can house guards in the structure, and is considered one of the most defensible entrances to any city in Entar.
  • The Colossus: Theoretically part of the Grand Arch, the Colossus depicts a great dwarven war hero, the origin of whom has been lost in time. This is also carved out of the mountain side, but adorned with Mithril embellishments.

Other Towns and Cities

Khalar is sparse in terms of major settlements, due to the nature of the terrain, and dwarven tendency to gravitate towards their kin. There are a few more cities, towns and villages of note:

  • Celdorak: A distinct city, built primarily on rocky outcroppings, but also halls in the mountainside. Celdorak was initially a defensive point on the only known passage through Khalar from the Haldarac. Recent years of peace turned the settlement into a larger town, bridging commerce gaps and exotic goods to the nation of Khalar. A strong force is still garrisoned here, partly through the stubbornness of the dwarves to abandon a position of such worth should there be conflict.
  • Thorgar: Very contrasting to the other cities, but still in keeping with the dwarven skill and passion for craft, Throgar sits on the edge of the Norzane, and is a quite literal city carved from the frozen waste. While the connotation of the Norzane is bleak, Throgar is a place of wonder. Most chambers are ice constructed, but as you go deeper, it becomes rock. The most prominent feature of Thorgar are the hot springs located deep under the mountain edge.

Naturally the kingdom is home to a large variety of towns and villages.

The Countryside

There are a few places of note in the Elentári countryside:

  • The Norzane: Often referred to as the Ice Desert, the Norzane is a desolate place, worse even than the Illyian tundra. It is never not winter here, and the land is covered in ice rather than snow. The ice never melts, and there are curious caves and ruins in the mountain sides. Strange creatures inhabit the Norzane, and most explorers and adventurers never return from this location.
  • The Norzane Pass: If one wishes to travel from Khur to Celdorak, other than going the long way, one mast make for the Norzane Pass. A jagged canyon of ice, it is a treacherous route. Khur forces patrol this pass as best they can, as it is a trade route to the Haldarac and the south, but travelers should expect danger when attempting the pass.
  • The E'tharn Branch: A major branch of the river, it wends through the mountains and is fed off streams and run off from the mountain side. Many small outposts will dot the sides of the river, as this is a main route to Valgard, or to the city of Thorgar.


  • The High Guild: The common name for the council that rules Khalar, presided by the lord of Khur, and generally accepted king of Khalar. Like the elves, the dwarven kingdom is represented by members of the main and historic families of the dwarves. The king is elected by the council, and is normally a person of stature or paragon within the nation, but is always a highly respected person by all.
  • The Clans: The main families of Khalar are the representing government of the nation. They are; Khur, Thorgar, Drucin, Beorn, Angrok, Hæl, Vrongst and Icehold. The strongest clan is Khur, and as such they reign currently over Khalar.
  • The Miners Guild: Formerly known as the worker's guild, and now the Miner's Guild struggles daily. The Miner's guild still has bases in all of the dwarven cities, maintaining its stance as neutral. Its primary goal and concern is the work labors of dwarven miners, and the proper ways to do it. The Miner's Guild is sometimes also called the Blacksmith's Guild, being also a strong enforcer of Black smithing and its similar work labors. The Miner's Guild is often used to relay messages to all parts of Khalar, being seen as trustworthy. Using its intricate system of relays, this Guild normally uses the deliverance of messages to aide its finances.


  • Original Concepts and Write-ups: Avy, Tholric, Aldelor & Golimor
  • Revised Edition: Davin Ragal & Zyrphath

The Nations / The Elentári Woodland
« on: October 03, 2016, 08:18:21 PM »
The Elentári Woodland


The nation of Elentári lies deep within the mystical and fertile forest of the same name. The woodlands spread out in a vast sea of emerald making up the largest forested area of Entar. Within the nations forested borders there a few cities, but like rare gems themselves to behold. Seemingly native home to the Woodland elves, who can be seen, as often as hidden amongst the glades, clearings and denser parts of the woods, and within the cities within the borders. Also resident within the cities of Elentári are the High Elves, who's original home was destroyed in great tragedy in ages past. Amongst the trees outside the grandeur of the cities can be found small settlements amongst clearings or even incorporated into the boughs and trunks of the grander trees.

While clearings and glades are not uncommon, under the rich verdant green canopy of the woods little sunlight pierces through. While gloomy patches are common place, the woodland is not without its sources of light, be they conventional or phenomenological. Because of the wild nature of the seemingly untamed yet beautiful woodland, the unprepared are best to stick to the beaten tracks, lest they become pray to the wildlife that dwells within. Despite the best efforts of the denizens of the woodland, not all creatures that stalk the dark pathways of the lesser patrolled area are as natural as the wolf or bear. While the woodland can be a serene and peaceful place, excellent for one seeking solitude and meditation, therein lies a contradiction from the very biome itself. The very nature of the woodland is that those wishing to evade notice, prey on the helpless from the shadows, or rob from the less fortunate as they make their way from city to city may find a boon within the woodland setting. That is, if they can evade the patrols of the Royal Guard, charged with the protection of the woods.

A central river flowing through the woodland supports most life with smaller branches seeping to the wider parts of the forest. This river flows all the way out into the neighbouring nations. While many different houses of nobility hold influence in distinct sectors of the woodland, the woods themselves can be easily carved into three distinct areas. The Northwood is probably the most mystical and naturally breath-taking part of the forest. This is in part due to the Woodland Elves deep seated love for nature, and the harmony that encompasses their being there, being the main home of the Wood Elves. Northwood shares a border and trade route to Valgard. The Soutwood is similar but less mystical in nature than the Northwood. It is a tranquil part of the woodland that was, upon the razing of their home nation, the choice of settlement for the High Elves. It should be noted that while the two different Elven races seem to have divided the woodland, there is no segregation and both races of Elves live happily in the North and South. The Southwood shares borders and trade routes with Andúnë. Finally the Westwood. A stark difference between the other two sections of the woodland. The Westwood is almost feral in nature. Wild and dangerous in itself. Brigands freely roam, and the Royal Guard enter only with due cause. A savage and wild nomadic tribe also roam this part of the forest, and have been known to harry the borders of the North and South woods.
Major Cities


The capital of the kingdom, Highwood is a beauty to behold, equally or vastly more splendorous than any other city in the realm. The city is the home of the royal family, and as such, it also houses the council of Elentári.

The city itself is populated primarily by High Elves, and was their main settlement after they were forced to withdraw from Loriath and the North. This caused some conflict with the wood elves, but over time such things have quelled and peace reigned in the woodland kingdom. Highwood is a testament to that, taking its place as the capitol of the nation.

The architecture is what truly stands out in Highwood. Reminiscent of Loriath, Highwood has spire-like buildings, but in keeping with harmony of high and woodland elves coexistence, the mystical plant life of the Elentári is encouraged to grow up and around the buildings.

What follows are some of the more notable features of Highwood:

  • The Quads: The main structure of the city, the quads represent the four main regions of Highwood. The Royal Quad makes home to the Palace of the Stars, and as such, the royal family. The Scholarly Quad makes home to the Academy of Arts, and many other smaller institutions of learning and knowledge, as well as more academic focused shops. The Emerald Quad is a massive monument to nature, a vast garden, and at its heart the Grand Temple of Livana. The Merchant Quad is home various market places, merchants stores and is the main location of residencies in Highwood.
  • The Palace of the Stars: The royal palace is the home of the royal family. While not exclusive, the head of the household is normally a matriarch, and a Queen descended from the royal line of Loriath. If Highwood itself has breathtaking beauty, the Palace outshines it tenfold with its spires of pure white. Plant life is prominent, but less so than the rest of Highwood.
  • Lómundil Fortress: This houses much of the martial forces of Elentári, especially the Royal Guard. It is housed in the Royal Quarter, and despite being a functional military building, holds similar beauty as the rest of Highwood.
  • The Grand Temple of Livana: Many consider this as match of elegance as that of the Palace, however, it is a much more mysterious beauty, as the temple itself is completely engulfed in nature, but in a symmetry that seems unnatural. This is considered the heart of the faith of Livana, and worshipers will make pilgrimages here. Despite the primal difference in their practices, even Druids of a more pure form will find knowledge at the Grand Temple. Druids who are reliant on the corruption of nature will find not place at the temple, or really in Highwood.
  • Academy of Arts: A prestigious institution of many scholarly pursuits, with a focus on the arts. The academy houses a library of great knowledge, though tiny in comparison to the Grand Library, and the once Great Library.
  • The Celestial Arch: While no longer active, the arch served as a magical gateway to the ancient North, before Highwood was developed. It used ancient magics, long dissolved. It saved the lives of many of Loriath during the Sundering. Now it serves as an ancient monument so that none forget the suffering and sacrifice.


In contrast to Highwood, Taurë is a city almost exclusively populated by Wood Elves. While Highwood is a fusion of stunning architecture and nature, Taurë embraces the randomness of nature much more fully. Built around the base and up the trunks of impossibly massive ancient trees. Buildings are very natural and fit into the ancient nature and almost blend in with few exceptions. Walkways extend from trunk to trunk, branch to branch allowing easy mobility between the different trees.

Due to the natural nature of the city, it is exceptionally defensible. If anything could be considered the capitol of wood elves, it would be Taurë, though most wood elves that live in the woodland kingdom consider the forest itself to be their true home.

What follows are some of the distinct features of the city:

  • The Markets: Around the trunks at the base of the city, the markets are held. Varied and exotic goods can be found here, almost anything from the mundane, to the intricate or purely functional can be found here. There are next to no residences around the market places.
  • The Academy: Situated below the council building, halfway up the trunk of one of the great trees, the Academy surrounds the trunk, and is a massive multi-storied construct of naturally treated woods. The Academy was established during times of war, and as such is traditionally a military school dedicated to training the wood elf soldiers and more pointedly the rangers. In times of peace, it still serves this purpose, but has become a small center for learning various functional crafts such as smithing of the unique woods of the kingdom. It also houses the bulk of the military force of the cuty, with interesting natural mechanisms for rapid ground deployment, such as large ropes and deployable poles.
  • The Temple: Though no where near the scale of the Grand Temple of Livana, nestled up high among the branches of one of the ancient trees is the temple. It pays homage to Livana, as the major religion of the woodland kingdom. The building is beautiful and random, mimicking nature.
  • The Council Chamber: While not of much note, housed above the Academy is the building where the city council will meet over issues of the city. As a govening body, national concerns are deferred to the council and monarch in Highwood.
  • The Sky Garden: Without a doubt, the most fascinating aspect of the city, and one that brings travelers from surrounding cities and nations to visit. In random nooks of branches at the highest part of Taurë live the Sky Garden. Plants from all around the woodland kingdom are maintained by the master gardener, and while random, there is a certain beauty to the scene of a treetop garden. It also serves as a place of learning for those green fingered, as well as a source of food for the woodland kingdom as a hole. Because of its location, during times of struggle it is a source of food that its exceptionally difficult for an invader to cut off.

Other Towns and Cities

Elentári has many other cities, towns and villages, a few of note follow:

  • Minil'ost: A High Elven stronghold near the foothills of Khalar. Outside of Highwood, Minil'ost is host to the largest contingent of Royal Guard, and as such is defensible not just because its back is to the mountains. It most reflects the ancient architecture of Loriath, with the High Elven attitude of making nature fit with them, rather than the Wood Elven attitude of making themselves fit with nature. The population is by far High Elven, but it is not uncommon to see Wood Elves. The city was founded by the noble house of Telri, and the line as old as Loriath presides on the council to this day, and are represented by the house in the council in Highwood.
  • Duinarda: An interesting town in the woodland kingdom, as it is mismatched with the other towns and cities. Located on the border of the Southwood and Northwood, and settled next to a major vein of the river, Duinarda is a bustle of trade and commerce, mercenaries and even bandits. It is the only town in the Elentári where it is common to see all races come and go, or even settle. Elves are still most common.

Naturally the kingdom is home to a large variety of towns and villages.

The Countryside

There are a few places of note in the Elentári countryside:

  • Northwood: The magic of the forest is palpable in Northwood. Roads leading in from Valgard pass through here. It is the wild heart of nature, serene and beautiful. While potentially intimidating, the Northwood is gentle on most travellers.
  • Southwood: Ancient but less magical than the Northwood, Southwood is the region entered from the Andúnëse border. It is ancient and beautiful, home to some of the more scattered and smaller communities as one travels its roads. The Southwood is patrolled heavily by the Royal Guard.
  • Westwood: The wilds of the kingdom. The tangled woods are uninviting to travelers, and the creatures are dangerous. Home to orcs and goblins, but also the infamous bandit kind, Uhai. There are no settlements other than Orc encampments and bandit camps. The Royal Guard polices the border closely, but do not have the manpower to sally into the Westwood, so it is a true haven for the darker denizens of Entar. If any threatens the rest of the woods, soldiers will be sent in. As such there is naught more than banditry in the Westwoods. Uhai is the exception, as his camp is fluid and can never be found. Myths and mysteries are abound in the West, drawing many unfortunate adventurers and treasure seekers.


  • The Houses: There are thirty noble houses of the Elentári, but six of these are considered the elder houses: An'nayne, Telri, Vithal, Elliron, Loriath and L'Arints. These six make up the council that governs the elven nation, with An'nayne at the head of the royal bloodline currently. Another house of note is that of house Dicaspia. Dicaspia was one of the most powerful houses in ancient times, but sought to usurp An'nayne by attempting to kill off their bloodline. While a painful historic point, many have forgotten. Dicaspia was hunted and brought to a supposed end by templars under the banner of Aldaron. As cousins of An'nayne, Dicaspians have a strong link to the throne of Elentári, despite this ancient treachery.
  • The Council: Made up of representatives of each of the six households, the council is the governing body of the kingdom. The monarch generally presides over the council, but in true elven fashion generally respects their governance. They have the power to overrule any, and the council also respects this, but it is rarely enacted. Individual portions of the nation hold their own councils, and their councilors come from the thirty houses, but any national business is deferred to the royal council in Highwood.
  • The Royal Guard: Noble elite order of protectors. The Royal Guard owe their allegiance to the nation, and nothing more. They are however generally devout to the monarch. They supersede any regular army officials always, and are never challenged by the guards of a town. They are the peace keepers of the woodland. In times of war, they are usually used to defend the kingdom, but are effective as an elite martial force.


  • Original Concepts and Write-ups: Ephedel, Ataleu, Zyrphath & Kyne
  • Revised Edition: Davin Ragal & Zyrphath

The Nations / The Republic of Valgard
« on: October 03, 2016, 08:15:16 PM »
The Republic of Valgard


What is today known as Valgard, is by most people held to be the region where the ancestors of modern-day Entarians first set foot during the war-fueled exodus from the East. It was where primarily humans set up camp and started the machinery that would later fuel the exploration of Entar, becoming the single biggest and most successful region of Andüné. The Shield was also founded here - an organization that sought to protect Entar from any pursuers the East. After civil war and revolutions that would span half a generation and succeeding from the Andünése Empire, Valgard established itself as a republic.

Valgard is home to Entar's largest army, with all their forces combined. For one, there is Valgard's national army, which was chiefly the moving arm in gaining independence from Andüné and later overthrowing the nobles who rejected the idea of increased democracy. Perhaps even more awe-inspiring is the Northern Legion, an elite order of honorable knights, cavaliers and paladins who have sworn to protect Valgard and its people. Its enormous capacity in this regard is owed both to the now largely defunct Shield as well as the civil war.

The river Vaaryn physically splits Valgard into 4 primary regions - north, east, south, west - with each geographical location corresponding to a certain ideological and political movement. Each region is split into regencies, each ruled by a Regent that holds a place in Valgard's Senate. There is a total of 12 regencies.

Politics and culture aside, Valgard is a beautiful and climatically diverse land. From the frozen Illyian Tundra to the rolling highlands to the open fields, from sharp coastal cliffs to steep mountainsides, Valgard stretches from one side of the spectrum and all the way over to the other.

Major Cities


Referred to as the city of the gods, Elenion is the capital of the republic. Elenion has been rebuilt over the years, and is a stunning sight to behold. Built in circular tiers, with eight main roads acting like spokes in a giant wheel, all of which lead to the Forsamling, the ancient assembly building for the republic.

The city has eight gates, though only the ones at the major compass points are open at all times, the others exist for various purposes, such as people or importance, or during times of high traffic such as festivals and so on. They can also be used to sustain large military movement without disrupting citizens and commerce.

What follows is the most distinct regions of Elenion:

  • The Walls: Elenion was originally established as a central northern stronghold meant to be the main presence, able to fortify the peripheral cities and fortresses of the Shield. Now, as the capital of Valgard, towering walls serve as a constant reminder of Valgard's conflict-ridden past, but also to the strength of its people.

    The outer walls are exceptionally durable and well designed, and were built purely with defense in mind. They are relatively high and have evenly spaced defense towers around the entirety. The inner wall is even higher than the outer walls, and serves to separate the city, surrounding some of the more important establishments in the city. This wall lacks the defensive towers, but can be fully manned should the city in the outer wall fall. Lastly, the Wall of the Republic, while primarily ceremonial, this wall is a defensible as the other two, and surrounds only the Forsamling. It has vast art work adorning its outer surface, depicting the history of all Valgard.
  • Nord Vei: Technically the name of one of the main road, adopted by an area the road trails through. This road leads to the northern harbor, and is heavily dotted with warehouses and market places. This is perhaps the heart of commerce in the city, and one can find a market stall for almost anything, provided it is legal.
  • Syd Vei: Again the name of one of the main roads adopted by a area in the city, this covers a large stretch from the southern gate to the inner wall. It is commercial as well, but represented by goods brought from farmlands, and as such one would find their staples here, especially among the farmers market places.
  • The Outer City: The remainder of the outer city is mostly residential, as well as cheaper taverns and Inns. There is an outer city barracks and several guard stations also.
  • The Inner City: The inner city is home to the temple district. Being the city of the gods, temples to all gods are allowed and respected, however religious posturing and trouble making is quelled rapidly. Shops of a more artisan nature can be found in the inner city, as well as the residences of the rich and important. The ruins of the Great Library still serve as a reminder of the loss, fenced off an under guard while approved scholars sift the wreckage for any information they can recover. At the heart of the inner city is the republic wall surrounding the Forsamling
  • The Great Havn: The harbor area where the river barges can come in to dock. Two of the eight gates of the city are river gates, allowing the main source of commerce to flow in and dock. Even smaller ships can comfortably pass one another on this wide stretch of the river.
  • The Lesser Havn: At one small section of the river docks is the Lesser Havn, which is where the harbormaster has their headquarters, and where military river transports can dock, load and unload.


Established close to the ocean near a major branch of the E'tharn river. Built with two goals in mind, Seagard would be a staging area and initial check point for goods to be offloaded and sent up river to Elenion, as well as a place for more immediate ocean commerce, Seagard is both militaristic and commercial in design.

Not as well maintained as Elenion, time and weathering the ocean storms make their mark on Seagard, giving it a rougher more rustic look, that many find charming. Some buildings such as the keep in fact predate the city itself. Historically, Seagard was an important staging area for the naval forces of the Shield.

What follows are some of the more distinct regions of the city:

  • The Wall: Nothing special, but distinct enough. The wall surrounds Seagard, with openings on to the ocean side where the main estuary from E'tharn flows, and two gates to the west and east sides from the road.
  • West & East Side: Divided by the main road into Seagard, both have access to the Docks, and are home to small markets, residential regions and taverns. Considered to be the more common areas of Seagard.
  • The Crown: On a rising slope north of the East and West Sides, the crown is both the military heart and wealthy region of the city. It has its own wall, though not as prominent as the outer wall of the city.
  • The Keep: With a stone path leading to it from the Crown and square walls surrounding it, Seagard’s keep is nothing out of the ordinary. From its hilltop vantage point all four of the corner towers command a view of land and ocean. On ground level, between the walls and the entrance to the keep’s main body there exists a small, empty plain. At one time it supported the nobilities’ outside activities, but it goes largely unused nowadays. The walls that mark the end of the plain are, while shorter in both length and height than the outside walls, surrounded by four more towers. Inside the keep continues to rise for several floors before ending with a slanted roof.
  • The Docks: Seagard depends on all trade, but ships from the south are considered top priority. As such nearly half of the city consists of docks that follow the coastline and at the same time stretch out into the waterway. Thick wooden piles support the main body of the docks when they escape the shores, and the wooden walkways extend into the city before melding into the roads. As long and as wide as the docks are, maintenance is strictly regulated which ensures that there are no gaps and it is possible to make the trip from one end to the other without diversion. Although the docks slope gently downwards in some of the westernmost areas to and upwards in the eastern the main body is flat. The slopes at either end of the docks exist only to accommodate the low ferries and the tall ships respectively. Furthermore, the easternmost of Seagard’s waters are kept open for long-term anchorage.


Winterfell is the most northern city from the old empire. While it was little more than a settlement on Elenion's secession from the empire, it has developed into a sprawling town. While big enough to be a city, Winterfell is so spread out on the northern coast that it looks unlike the other cities in Valgard.

Architecturally, Winterfell, similar to Seagard has suffered from the seaside conditions. Additionally the harsh winter conditions do not lend well to the integrity of the buildings. Through careful design, the buildings endure. Doors are thicker and reinforced, walls are insulated with straw. No buildings are above a single story.

A hardy folk live here, most exclusively humans and some dwarves who have moved down from the mountains. Rather than a pure defensive position, Winterfell is more a home to explorers and fishermen, smiths and other craftsmen.

Some of the more distinct features of Winterfell follow:

  • The Longhouse: Deceptively defensible, the Longhouse is the central area of Winterfell. With the harsh conditions of Winterfell, and the reinforced buildings, the Longhouse is surprisingly durable, and houses the leading bodies, both political and military.
  • The Docks: Not a center of commerce, but a center of fishing. Despite Winterfells harsh conditions, there is rich shoals of fish, including many species of fish that are not found elsewhere, and considered delicacies in other parts of Entar.
  • The Icebreakers: An ancient guild of trackers, workers, mages and warriors. They have a large building akin to The Longhouse, yet not as large, but sport several smaller outbuildings. The breakers are an old guild and their reputation has spread over many parts of Entar. With their abilities to head deep into the tundra, they can bring back large deposits of ice. Using minor elemental magic, they can store and transport this ice to other parts of the world. Something only those of the wealthy would even consider paying for, but they pay well for authentic ice from the snowy north.

Other Towns and Cities

Valgard has many other cities, towns and villages, a few of note follow:

  • Dorne: The town of Dorne is situated between two outlets to the ocean from the E'tharn river. In no way the equal of Seagard, it provides the same services, on a lesser scale. The estuaries are much smaller, and as such there is much less river trade with he capital. It has architectural similarities to Seagard.
  • Beorne: A town once again similar to Seagard in some aspects, such as its proximity to estuaries, and as a through-put to the capital. The distinction of this town is that it is on a trade route which directly traffics from Khalar and Valgardian mountain mining outposts, and is the primary staging ground for ores in Valgard.

Naturally the kingdom is home to a large variety of towns and villages.

The Countryside

There are a few places of note in the Valgardian countryside:

  • The Illyian Tundra: The tundra is a harsh, unforgiving place that extends up into the foothils of the mountain range. While generally a barren place, where Winterfell is the only settlement of proximity, it is not without its mysteries and myth. Unknown areas exist in the tundra, and legends exist. Ruins in within the snow and the foothills are abound.
  • The Sentient Woods: A magical phenomenon, understood by few if any. The woods will lose travelers, seeming to shift around them, many do not make it out alive, others succumb to other mystical horrors or challenges, some simply are spat out shortly after they enter. Rumors of a once great fortress, shrine or even secret kingdom at the heart of the forest draw in many a curious hunter of treasure or knowledge, but all become a victim of the mystical heart of the forest in some capacity or another.


  • The Senate: Valgard is a republic who attempts a true democratic rule. They have a nominally elected Chancellor, who acts as a chairperson over the senate, and rather than ruling for life as a monarch, rules for a period of eight years unless requisitioned again into the position. Chancellor is elected by the senate. Members of the senate are elected by their delegates, who are ultimately elected by the people who live in their delegation. A system that is deemed fair, but can be prone to corruption in different angles, generally the rule in Valgard is balanced, and favors no one.
  • The Regencies: These are the twenty areas of Valgard that make up the senate, electing a single member from each regency, many of the larger ones having their own delegation. Unlike a traditional kingdom, the regents owe all to their constituent citizens. While less common, corruption of a regent is not unheard of.
  • The Army: Perhaps the largest in sheer numbers in the entirety of Entar, the Valgardian military presence is vast. Commanded generally locally, the army has a strong sense of a duty to the people and are a key factor in Valgard's relatively low occurences of crime and misdeeds compared to other nations. Much like the regents though, they are not above corruption and local totalitarianism.
  • The Northern Legion: These are the knights of Valgard. While legend holds they are the purest upholders of justice and law in the land, sworn to protect the land of Valgard, they are in truth rugged veterans of the north. Their devotion to Valgard is still true, but in place of chivalry and valor, one is more likely to find ruggedness and a stalwart defense of the realm. They will always be present in more complicated difficulties of the nation, and will investigate the major issues that face the senate. In times of need, they will patrol the trade lanes of Valgard.
  • The Dragon Riders: Classically, the riders of the Dragon were defenders of the north, and legends in the rest of the land. They have dwindled of late, and now have little to no affiliation to Valgard, but still make their home, and still have an ancestral relationship with the republic. Only few remain, but a Dragon Rider is both a general and negotiator in times of conflict. They have gained the respect of a lesser Dragon, and can ride upon.


  • Original Concepts and Write-ups: Delasoul, Segur, Ephedel, Ritsuzen
  • Revised Edition: Davin Ragal & Zyrphath

The Nations / The Kingdom of Andùnë
« on: October 01, 2016, 10:13:31 AM »
The Kingdom of Andúnë


What was once part of a burgeoning human Empire, Andúnë is today a major nation in the lands of Entar, under the Paternal rule of their King. Previously it had been a vast Empire along with what would become the Nation of Valgard.

After nearly three centuries of war and corruption, the turmoil in Andúnë at last settled down. But the damage had been done. Valgard suceeded from the Empire. Millions of crowns (gold) in debt, Andúnë could no longer afford to maintain control of the Haldarac Desert. The now small city of Tarsis declared its independence. Pirates roamed the neglected seaways. Andúnë was an empire no longer.

Now a Shadow of its former glory, Andúnë still retains a high level of prosperity, comprising many cities, including the Capital of Míriel. They enjoy intermediate trade between their neighbours in the North and West, being Valgard, Khalar and the Elentári.

While perhaps not as powerful as intimidating a military as their former bed-mates of Valgard, Andúnë sports a large army and navy. At the centre point of their armies are the Royal Knights who have sworn fealty to the Crown, command the armies of Andúnë during times of war, and dispense the Kings Justice during times of peace. The once powerful, sea-superiority navy of Andúnë has been reduced but still has the ability to keep the waters of their nation clear of invaders and ne’er-do-wells alike.

Andúnë is coastal to the east and enjoys lush rolling countryside in its heartlands. The River Vaaryn runs through the heart of Andúnë, making it an ideal land for farming. The inland skirts the Elentári woodland to the east all the way up north to the shared border with Valgard. To the south the Andúnë territory fades into wilderness around the limits of the Lemvices River, stemming from the Great Lake of Anorien, with the Southlands picking up the harsher terrain of the former parts of the Empire.

Major Cities


The old imperial capital, Míriel is an ancient city of winding streets. A bustling place, Elves rub shoulder with humans in the market places, Katta mingle with dwarves in the streets and alleyways. While humans are certainly the dominant race present in the old imperial capital, almost all races can be found in some capacity in Míriel, whether that be travelers, tourists, or workers. The scent from the briny ocean mixing with herbs, spices and other delicacies from the market places add to the charm of the city.

Being such an ancient city, the architecture varies as the city expands. Many of the buildings are built and designed by dwarven artisans, others built at the hands of human craft masters. This varied nature makes Míriel a very interesting place for all to visit.

Some features of the city follow:

  • Siege Walls: Ancient Siege walls surround the land facing parts of the city, built to withstand any enemy that might threaten the city with siege.
  • Northgate: In the past this was a more ethnic district of Míriel, where many non-humans made their homes, had their own small communities and markets. In more modern times, this has dispersed across the city, but there is a still distinct heritage of these races to be found here, as well as the more exotic markets.
  • The Docks: Míriel is home to the largest seaport in the mid to northern reaches of Entar. The docks themselves are large enough that they really have a thriving community living and making their lives in them. There is a divide between the commons and the naval docks, where the fleet of the kingdom has its main base of operations. Those seeking the more colorful aspects of Míriel will find a place down in the commons of the Docks.
  • The Seawall: An impressive feat of architecture, the docks are surrounded by an impressive seawall out in the bay. An ancient but functional seagate of dwarven design closes it off, but its size allows the harbormasters to maintain traffic of large trade galleons. The wall provides similar defense for threats from the sea, and was conceived of from fears of what happened in the east.
  • The South Corridor: A poor, run-down area of the city, close to the docks. Anyone seeking the criminal underbelly of Míriel will likely find it here. The buildings are in desperate need of repair, but the city has to expend great amounts of capital just maintain a semblance of order in this area, so repair and regeneration often fall to the side lines. People often squat in derelict buildings in order to hide from the law or simply because they cannot afford anything else. Gangs of many different creeds make their homes in this district. The only businesses that make their home in this district are those such as tanneries, which create odious stenches during their business hours.
  • The West Corridor: Nigh endless strips of market places, shops, money lenders. Taverns and Inns are prominent in this area. It is safe to say that this is very much the business heart of Míriel, and is normally the first place travellers will land due to its proximity to the main gates of the city.
  • The Inner City: At the heart of the city is where the rich and politically important make their home. Elegance is the name of the game here, with many sprawling manors. Any businesses in this district cater exclusively to the wealthy, such as fine tailors, or antique dealers. The main barracks of the countries military assets are housed here, much to the chagrin of the nobility. While temples can be found in all districts, the grandest are found in the Inner City.
  • The Palace: Right at the heart of the inner city is the palace where the royal family makes their home, and holds the daily business of the kingdom. The palace can remain perfectly insular, having its own supplies to last months, and the family have their own personal tailors, blacksmiths and so on housed in the palace. There is even a large barracks in the palace, and the guard are ever vigilant.


When peace seemed more stable in the kingdom, Tarsis began its major development. The economic powerhouse of the kingdom, Tarsis is mainly comprised of business and commerce. While most cities become staple from the beginnings of a defensible settlement or fort, Tarsis bloomed from a veritable cross-roads of trade, and began to slowly absorb outlying villages as it expanded. As it became a natural asset to the kingdom, it was fortified by the military and navy. In war, Tarsis is defensible, but also it enjoys the fact that it is a less tactical location for an enemy to attack, and does not present a military threat. Even if an enemy were to cut off this trade hub, Míriel has enough of an economic backbone for the kingdom to weather the conflict.

The architecture in Tarsis is more modern than Míriel, but just as variable. One of the more interesting aspects of the city is the fact that while its major portion is on the coastal mainland, several of the nearby islands play host to parts of the city.

What follows are some of the more distinct regions of the city:

  • The Central District: Contrary to many city designs, the center is the home of the poor and down trodden of Tarsis. Many a colorful tavern can be found here, as well as a cheap place to stay. Many mercenary groups will make the Center a place for them to promote their bands as caravan guards. An old ruined barracks and keep make their home here, having been replaced in modern times in different parts of the city.
  • West End: This is the richest area of Tarsis, where the Duchy makes its home. The area is well policed and makes the home of many of the higher end traders residences and businesses. Mercenaries entering this are are watched intently, and if any trouble erupts, it is quelled rapidly.
  • The Docks: The throbbing heart of the commerce in Tarsis, the docks are the place most will visit. Dockside markets are common place, taverns and other businesses. Perhaps one of the most colorful places in the kingdom, the docks of Tarsis attract people from every walk of life. This is also where people can catch ferries to the island parts of Tarsis.
  • The Islands: The city spreads to the smaller islands on the coast. These islands are varied, have their own little communities and commerce on them, but fall under the jurisdiction of the city. Specialist growers, exoctic businesses, or just small fishing communities make their homes on the dozen small islands in the Tarsis bay area. This island structure makes Tarsis the home to the more seedier side of commerce: smuggling and trafficing of elicit items.

Other Towns and Cities

While Míriel and Tarsis are the largest cities of note in the kingdom, there are several other town, villages and so on that are worth noting.

  • Treveri: Just large enough to be called a City, Treveri is a military hold, built to defend some of the old trade routes of the empire. In the older ages, Treveri was the main military stronghold of the massive army. Now an evolved city, it still focuses most of its commercial success on smithing and other businesses that support the military, including horse rearing.
  • Stillwater: A small duchy, made up of a handful of villages in the stillwater region. The duke makes his residence in a country manor at the heart of the region. The villages are worth note as many artisans make their homes here, and the craftwork of the various villages are legendary across the kingdom, whether it be a fine sword, wood craft or artisan bread.

Naturally the kingdom is home to a large variety of towns and villages.

The Countryside

The countryside of the kingdom is home to many natural land marks. Following is some of note:

  • Starfall Lake: The small lake is host to many legends and myths, too many to tell. Many believe that there is healing power in the waters, or that a creature lurks in the lakebed. The shores are host to a labyrinthine cave structure that has taken many an adventurer from the mortal coil, many believe there are many treasures to be had. Situated near Stillwater, most locals avoid the lake entirely.
  • Anorian Moorlands: The sprawling moorlands are another place of note. Not only a botanical wonder, rich and teeming with life of many kinds, but also the host of myths and legends. Many locals will mutter and curse the place, citing beasts of supernatural nature. Ancient ruins dot the moors, and treasure hunters are not uncommon wandering the landscape. Herbalists often take pilgrimages to the moors, constantly finding new herbs and plants, and subsequent uses for them. The myths are not unsubstantiated, as many who wander the moors are never seen again. The moors are oft times home to those who practice druidic magics.


While traditionally an empire, Andúnë became a kingdom after many of its regions succeeded. Within the kingdom, several organizations maintain order, provide rulings and so on. What follows is a description of these organizations:

  • The King's Council: Under the rule of the current king, a council meets daily to discuss the business of the kingdom, analyze any petitions from the duchies, and make rulings on them. The current king is considered a fair man, and will allow any and all to petition him during council, however the bureaucracy normally restricts this. The Duke of the capitol is the lead spokesperson on the council, and the kings personal advisor.
  • The Duchies: Deferred rule from the capital then snow-flakes out to the Dukes and Duchesses of the kingdom. They rule the individual holds of the kingdom, and their patrons can petition them directly. They hold their own councils no matter how small, and deal with issues or take them to the capital. They are responsible for levy of taxes, as well as the protection of their constituents.
  • The Guard: A common name for the bulk of the military in the kingdom. While they serve as the army, they also serve as the guard in towns and cities, though their structure is that of an army. Their command is deferred to the local official, but their allegiance is to both the citizens and the king.
  • Knights of the Crown: Noble protectorates of the kingdom, and elite military specialists, the Knights of the Crown are unaffiliated with any religion, and owe their allegiance only to the king. To an extent, they are law makers, mediators and investigators. If there is a petition from a duke or duchess of the kingdom, a Knight of the Crown will be dispatched to investigate. They are at liberty to requisition soldiers from the Guard of any Duke. Many serve as the kings personal guard.
  • The Royal Navy: The protectors of the sea trade around the coasts of the kingdom, as well as the people that hunt down smuggling and pirates. Often in major cities, they will inter-mingle with the Guard in order to maintain order in port districts. By many, they are as respected as the Knights of the Crown, and are generally made up of old salts and hardened naval veterans.


  • Original Concepts and Write-ups: Delasoul, Ephedel, Zivilyn, Elphinstone, Jarucas, Korvannon & Solia
  • Revised Edition: Davin Ragal & Zyrphath

The Mystical Powers / Daidlin
« on: September 22, 2016, 01:27:24 AM »
Daidlin the Dreamer

Rejoice, for I am revelry, creation incarnate

The Divine




| Lawful  Good
| Neutral Good
| Chaotic Good
| Lawful  Neutral
| True    Neutral
| Chaotic Neutral
| Lawful  Evil
| Neutral Evil
| Chaotic Evil

Spheres of Influence

Art, Dreams, Inspiration, Revelry


Prior to The Sundering, Daidlin was often considered a minor god. He did not have a highly organized priesthood, and was generally believed to be a god of parties and high times. He was to be honored at harvest time and during gregarious parties, but beyond that, had little effect on the day-to-day lives of mortals. Although Daidlin’s sphere of spiritual influence has since expanded, he is still (especially among the lower classes) thought of as the Wine God. To this day, the highest compliment a host can receive is to hear one of his guests proclaim: “We dine with Daidlin tonight!”

But after The Sundering and the fall of Maedhros, a great spiritual vacuum appeared in Entar. People began to seek solace in previously overlooked gods, Daidlin among them. Daidlin began to be seen as the god of not just revelry, but of all things joyous, refined, and pleasurable. Daidlin quickly became associated with art and inspiration, and gained enormous influence in the upper and middle classes.

It wasn’t long before people began to discover Daidlin’s preternatural ability to inspire untrained artists and allow them to produce masterwork-quality art. A rather impromptu Priesthood of Daidlin appeared, sprouting up in various locations around Entar. Priests began to congregate in secluded monasteries, each congregation focusing on one specific art form or trade. Soon thereafter, Entar’s aristocracy developed a taste for artwork produced in these monasteries. Suddenly, the disorganized, fledgling Priesthood of Daidlin rivaled the ancient, secular Guilds.

The priesthood’s rivalry with the Guilds extends beyond mere economic competition. The Priesthood of Daidlin seems to stand in direct contrast to the time-honored practices of the Guilds. Whereas the Guilds preach uniformity, adherence to technique and obedience to one’s master, the priesthood creates art through spontaneity and personal inspiration. The Priesthood of Daidlin gives only minimal training to initiates in their chosen art form- after that, they use their faith in Daidlin and their own creative energies to create masterpieces. The Priesthood of Daidlin seems to be diametrically opposed to everything the Guilds believe in, and relations between the two groups are frosty at best.

Daidlin himself is often seen as a highly mysterious, aloof individual. He is something of a trickster-god, often harassing and toying with his own followers (though he ultimately protects and nurtures them in the end). He has retained much of the jocularity and good-nature of his image as the Wine God of yore, and is often depicted laughing, drinking, playing tricks, and generally having a good time.

Beneath Daidlin’s benevolent, even clownish outer image, however, lies true godly power. Daidlin is also the god of dreams, illusions and nightmares, the master of all that is ethereal and unseen. It is due to this that he is sometimes called the Lord of the Fae, and is thought to perhaps keep the Fae Realm as his kingdom. No Fae-Kithain has ever confirmed or denied this- although they will admit that Daidlin is a particularly likable god.


Most of Daidlin’s faith magic bears a remarkable resemblance to sorcery, especially the school of illusion. Priests of Daidlin are very concerned with beauty and imagery, and even regard their magic as a sort of art. Daidlin’s priests are capable of summoning up remarkably complex illusions, whether they be for self-defense or simple aesthetic pleasure.

Particularly powerful priests of Daidlin can sculpt more dangerous illusions, allowing them to better defend their beliefs and colleagues. They can curse their enemies with terrible, mind-shattering nightmares, blind them with an illusionary haze, or simply misdirect and distract them. Some priests are able to tap into Daidlin’s infinite understanding of the mortal subconscious, granting them abilities akin to mind-reading.

Priests of Daidlin, however, are particularly well-known for their ability to channel “divine inspiration”. Once every three years or so, even the humblest priests of Daidlin can invite The Dreamer into their minds, allowing them to produce masterwork-quality objects no matter what their level of training might be. This can only be accomplished after months of meditation, and only in the priest’s “affinity” trade. But the rarity and remarkable quality of these “divine” pieces make them extremely valuable.

Users of Daidlin's divine power tend to be non-combatant, either using the magic for defense or the art of creation, even occasional revelry.



Daidlin is generally depicted as a richly-dressed, slightly androgynous man. He is normally dressed in light green and cream tones, and usually wears a vest, pantaloons, and a fine shirt. He is often depicted with a mask and a cane with a large emerald for a handle, granting him a mysterious and patrician air. Sometimes the figure is shown with tools of various trades, depending on who produced the image. A portrait of Daidlin produced at a Monastery of Painting, for example, would probably show Daidlin with a brush, but an icon of him produced at a Monastery of Metalworking would likely portray him holding a hammer or standing beside an anvil.


Emeralds, masks, an eye.


Creamy white and pastel green

Sacred Objects

The Priesthood of Daidlin considers all works of art sacred, and it is possible for a priest of Daidlin to draw energy from a particularly beautiful statue, painting or other item. There is one artifact, however, one piece of art that transcends all others, making it the holiest object on Entar among The Dreamer’s faithful.

It is known as The Eye of Daidlin - a bejeweled statue depicting nothing more than a human eye. The eye is about six feet in diameter, with an eyelid and frame of solid gold. The white of the eye is represented by a sea of pearl-inlaid gold, and the iris is made of dozens of flawlessly-cut emeralds. The pupil is made of a lustrous, unidentified black material. Its official value, according to the government bookkeepers of Elenion, is listed as “inestimable”.

The Eye of Daidlin has existed since the First Age, and according to legend, was crafted by The Dreamer himself as a gift to his disciples. It currently resides in the Temple to Daidlin in Elenion. The Priesthood of Daidlin appreciates The Eye not only because of its beauty and its supposedly divine origins, but also because the strange powers it possesses. It is said that those who are truly faithful to Daidlin, upon gazing into The Eye, will immediately be struck with powerful, prophetic visions. The Eye has become a major symbol for Daidlin, and naturally, thousands of pilgrims flock to see it each year, hoping to have their fates revealed to them. Most see nothing, but those who are blessed with visions have predicted assassinations and cosmic events. Some have even had their own deaths revealed to them.

Sacred Texts

The Priesthood of Daidlin has no official sacred texts. They consider all art sacred, and include great works of literature and poetry in their definition of art. Due to the subjective nature of art, no one piece has ever been universally agreed upon as the “greatest” or “purest”, and each individual monastery is likely to have its own libraries and preferred books.



Daidlin loves art, and those who dedicate their lives to creating art. Even secular artists and guild-masters are favored by Daidlin- although they do not use the priesthood’s preferred methods, their goal is perfectly admirable.

Daidlin will also protect those who appreciate fine art. Nobles wishing to earn Daidlin’s favor will become patron to several artists, and commoners suffering from insomnia or bad dreams have been known to trek miles to the nearest art gallery in order to ease their minds.

Those who do earn Daidlin’s favor can expect success in their artistic endeavors, sudden bursts of divine creativity, and pleasant dreams.


Daidlin is a particularly good-hearted god and remarkably slow to anger. One way to surely get on his bad side, however, is to destroy or vandalize a work of art. The Priesthood of Daidlin considers all artwork sacred, even pieces devoted to other gods, and smashing a portrait or statue is akin to spitting in Daidlin’s face.

Thieves, counterfeiters, and plagiarizers will also earn Daidlin’s scorn. Art should be produced through hard work or divine inspiration, never forgery. Mages who delve too deep into Daidlin’s mysteries can also cross him. In the past, sorcerers have often attempted to exploit the Fae-Kithain, the Fae Realm, or the human subconscious as power sources for their magic. Most of these sorcerers meet terrible fates, perhaps due to Daidlin’s subtle influence.

Those who earn Daidlin’s wrath can expect to fail miserably at any artistic endeavor they ever attempt, feeling completely sapped of creativity and inspiration. Daidlin or his priests may also curse a heretic with terrible nightmares or chronic insomnia, sometimes driving the poor soul mad. Daidlin reserves his ultimate curse, however, for those truly deserving. Those who offend Daidlin terribly and irreparably can be cursed with Eternal Wakefulness, doomed to never enter the realm of dreams again, exhausted and anguished until their miserable death.

The Faithful

The priests of Daidlin look rather like ordinary artists. Priests from a Monastery of Painting will wear pigment-smeared smocks, while priests from a Monastery of Metalworking will likely be caked with soot, ash and sweat. On the rare occasions that the priests of Daidlin endeavor to look “priestly”, they will don some simple vestments consisting of light green robes and shoes.

The day to day life of one priest of Daidlin to the next will differ greatly, depending on which type of monastery they inhabit. Each monastery, and indeed, each individual priest, has what is known as an affinity craft. Each monastery will be devoted to one particular type of artwork, with some art forms being more common in one region than another. There is a monastery for almost every single art-form imaginable somewhere in Entar, however, including Monasteries of Carpentry, Monasteries of Poetry, and Monasteries of Dance. Even the smallest places of worship to Daidlin will have an affinity craft, even if nothing is really practiced or created there. The Temple to Daidlin in Elenion, for example, is said to be devoted to the 'art' of diplomacy and rhetoric.

Daidlin's priesthood are a secluded bunch, their days spent either honing their craft or practicing dream interpretation. Dream interpretation is an important practice for the priesthood; they believe that dreams are divine images sent by Daidlin, and understanding their nature can allow one to foretell the future and know things otherwise unknowable. Priests of Daidlin are usually more than happy to interpret the dreams of travelers for a small donation. They also believe that the realm Aylenur, the Dream Veil, is lorded over by Daidlin, being a primary medium of his expressions. For these reasons and others, most who follow Daidlin also hold the Fae-Kithain in high regard.

The Priesthood of Daidlin is divided into three simple ranks. Initiates to the Priesthood are known as Apprentices, and they are taught the basics of the affinity trade which will eventually allow them to produce works of divine inspiration. After an Apprentice produces his or her first divinely-inspired artwork, they become full-fledged Priests. Priests form the bulk of the Priesthood, but above them are the High Priests. The High Priests are not necessarily more skilled or more important than ordinary priests, but they do have extra duties, including overseeing individual monasteries, dealing with clients interested in buying artwork or donating to the monastery, or staffing the Temple of Daidlin in Elenion.


The Priesthood of Daidlin is very popular among the upper and middle class, and monasteries can be found near all of the major cities, dotting much of the surrounding countryside. Other religious organizations, even those devoted to Jherad, Valdriel, and other dark gods, tend to tolerate the Priesthood of Daidlin. They defend all art, after all, including the religious icons of other priesthoods. Although the Priesthood of Daidlin has no real political or spiritual obstacles, they often face a very strong economic enemy. The secular Guilds have long been at odds with the Priesthood of Daidlin, and a monastery will never coexist with a guild’s headquarters. One will be hard-pressed to find a Monastery of Metalworking in the ancient forges of Khalar, for example. Sometimes the competition between the Priesthood of Daidlin and the Guilds escalates to the point of violence and espionage, but only very rarely.


"When mortals on a pillow lay
and forgive the rigors of the day,
the rings and kings and sordid things
of this world do melt and fade away.
For when we mortals succumb to sleep,
we are transported to Lord Daidlin's keep
and in this tranquil quietus reap
the treasure of idle thoughts long-steeped."
-Excerpt from the poet Alve's "Songs of Gods, Beasts and Men"


  • Original Concept and Write-up: Two Moons
  • Revised Edition: Davin Ragal & Zyrphath

The Mystical Powers / Hirin
« on: September 22, 2016, 01:15:51 AM »
Hirin the Gatekeeper

Come with me...

The Divine




| Lawful  Good
| Neutral Good
| Chaotic Good
| Lawful  Neutral
| True   Neutral
| Chaotic Neutral
| Lawful  Evil
| Neutral Evil
| Chaotic Evil

Spheres of Influence

Death, the Unknown, and the Future


Hirin is cold and unswerving, like death itself. He is not in the least malicious, however, unlike his predecessor, Maehdros. Hirin is not interested in spreading death or inflicting it on mortal creatures. Instead, he is interested in preserving death as irreversible, final, and inevitable. When a mortal creature meets its doom, it is the solemn duty of Hirin and his priests to dispose of its corpse, bid farewell to its soul, and make certain that it never returns to Entar in any shape or form.

Hirin inhabits a plane known alternately as the Celestial Staircase, the Eternal Staircase, the Eternal Gate, the Infinite Staircase, the Gate of Death, or as any combination thereof. This plane is understood to be another state of existence, similar to the unknowable realms that the gods inhabit, or to the eternal darkness of the Abyss. Hirin guards this place, making sure mortal souls (never mortal bodies) pass through it, and that absolutely no one returns. It is presumed by magical scholars that the reason inter-dimensional travel is so difficult on Entar is because of Hirin; he strongly prefers that mortals be dead in order to achieve it.

Why does Hirin do this? According to his priesthood, it is because Hirin is a god of law. Specifically, he is a god of what his priesthood call Astral Law, the binding rules of the universe that even the gods must submit to (although they do seem to bend it a fair bit). Part of Hirin’s concern regarding the sanctity of death is that it appears to be an important pillar of Astral Law. A world in which nothing dies, or worse yet, a world in which beings die and come back at their leisure, would be considered a disaster of apocalyptic proportions, and Hirin and his priesthood work tirelessly to prevent this.


Those faithful to Hirin have the power to manipulate the dead. This should in now way be considered in any way similar to necromancy, as they have a great respect for the dead and equal hatred for those who defile its sanctity. Some powers include the ability to relive the last moments of a deceased person or creature, the limited ability to animate the bones of the dead (not like necromancy which is much more than simple animation), and at the upper echelon the massive responsibility of the ability to curse the dead to walk as Druagr or Wight, though this is rarely and mainly demonstrated by Avatars of Hirin.

The magical powers of Hirin's followers is subtle and often misconstrued. They have the ability to affect life though not in such power to end it, and they hold mystical wisdoms about life and the things to come that others couldn't, although it is limited to things falling within Hirin's influence. They would not have information about tangible or worldly events, this domain being of the Loremasters, rather Hirin's priests are blessed with hearing Hirin's whispers, and Hirin sees those who walk in the shadow of death as well as the major events of the cosmos. Unfortunately, like any Divine Word, Hirin's whispers are not easily understood by mortals. Those who understand fragments of it must often interpret it, an art only made possible after years of studying Hirin's teachings. This understanding comes easier and more clearly to his Avatars, but again, unfortunately, an Avatar attempting to communicate their understanding to a mortal would suffer the exact same problem as if it were Hirin's whisper.

Another misconception is that of the negative. His followers may affect life in a variety of subtle ways, often indirectly, positively or negatively. They can make an individual experience pain, euphoria, fear or calm, often drawing on or suppressing emotions relating to or stemming from the death of loved ones or the fear of their own death. However, consolation and soothing is not a primary outlet for Hirin's power, as it is the belief of the priesthood that grief is largely without much point.

More or less every follower of Hirin, to some degree depending on their individual measure of power, has the ability to to exorcise a haunting spirit, to lay down an undead creature and guide its soul towards the Staircase, and many other such feats pertaining to observing the correct rituals of death. Experienced followers have great power and ability to smite these creatures, through Hirin's magic. Some followers primarily use martial ability coupled with rituals or enchantments to fullfil accomplish these tasks, while others rely strictly on the power granted to them by the God of Death to reclaim the souls of the dead in His name.



Hirin is always depicted as a figure cloaked in black, often skeletal. All people will experience them differently, but Hirin always beckons to those they come foe.


A crow, a skull set in stone, an iron staff


Gray and black

Sacred Objects

It could be said that the carcass of every intelligent person is a holy icon of Hirin, and that every tomb and sepulcher is his temple. At the very least, the priesthood of Hirin believes they should be treated as such.

Besides that, any of the implements that the sages and exorcists use in their holy quest are often considered blessed and sacred. The exorcist’s scythes and sickles and the sage’s smoking censors are treated with as much dignity and care as a cleric of Aldaron would treat his sword and shield. All agree, however, that the Book of the Dead is by far the priesthood’s holiest object, and even its copies resonate with mystic portent.

Sacred Texts

Central to the priesthood of Hirin is the Book of the Dead, their holy book. Directly after The Incarnation, several of those who witnessed the event went into seclusion. Working furiously, at least half a dozen authors compiled the original Book of the Dead in less than three days. Many consider it to be a divinely inspired work; it was as if Hirin himself wrote it through their collective pens. Due to the divinely-inspired nature of the Book of the Dead, many undead creatures find its presence intolerable. It is often said that no undead being can bear to touch one, and the priesthood freely distributes copies as a totem against harm. The original copy of the Book of the Dead is on display in the Grand Mausoleum, where it is said to be amongst the holiest artifacts in Entar, comparable to the fragments of Lunair that the Arm of Aldaron so zealously protects, or to the Eye of Daidlin in Elenion.



Hirin is generally disinterested in the living, at least up until the moment of their death. The only people who earn his favor are those who work to uphold the Astral Law. People who fight to protect, preserve and respectfully dispose of their loved one’s remains attract Hirin’s favor.

Hirin is also particularly pleased by those who seek to right wrongs according to Astral Law. Usually, this means preventing someone or something from circumventing death. This could include a daring vampire-hunter, a politician who actively lobbies against dark necromancy, or a healer who warns her students against attempting to resurrect the dead; all earn Hirin’s favor. His faithful, who work tirelessly if necessary to drive out hauntings, release ghosts, put down undead, and generally perform tasks to reclaim and guide lost souls towards the Staircase, gain his highest praise.

Those who earn Hirin’s favor will be protected from the undead and the corrupt, even in death. Necromancers have reported that even humble peasants who worshiped Hirin in life often refused to rise as undead servants after death, their spells simply fizzling out mysteriously.


Hirin holds Astral Law sacred, and believes that all dead things should stay dead. Vampires, liches and all other forms of undead earn his eternal scorn and disgust. The same holds true for other beings that attempt to avoid inevitable death, such as mages that attempt to grant themselves immortality through their magics. Due to this view, it should be noted that the priesthood of Hirin would slay even a successfully resurrected person, a person complete in both body and soul who somehow survived the trauma of death, without hesitation. Many consider them cruel for this, but thankfully, since full resurrection seems all but impossible on Entar, the issue hasn’t really come up. It is unknown how the Gatekeeper feels toward creatures who are naturally immortal, such as the Fae-Kithain, and this is a subject of great debate within Hirin’s priesthood.

Hirin also believes that the dead should be respected. He frowns upon grave-robbers and callous field commandeers who are willing to let bodies lie rotten on the battlefield. Burial is a sacred pact to the priesthood of Hirin, one that should never be disturbed, dismissed or defiled.

Those who earn Hirin’s disfavor place themselves in grave danger, for they are vulnerable to the wiles of evil necromancers and prone to the temptations of false immortality. And although it is not the official stance of the priesthood, many also fear that if they die without paying proper respect to Hirin, he may assign them some grim fate once they reach the Celestial Staircase. Many suspect that the Abyss is the final destination for those who displease Hirin.

The Faithful

The Priesthood of Hirin was created in a single instant, a divine event that coincided with the Sundering and is called ‘The Incarnation’ by those within the priesthood. Those who remain skeptical as to whether or not the event in question was truly divinely inspired refer to it somewhat ambiguously as ‘The Tarsis Event.’

While Aldaron was battling Maedhros in Loriath, Hirin appeared many miles away over the skies of Tarsis. Tarsis, at this time, was a fledgling village, composed mainly of sugar-cane farmers and their overseers. Hirin manifested in the night sky and issued a simple, direct statement in the common tongue, which historians agree went something like: “Maehdros has fallen. In his defeat, I, Hirin, assume the station of the God of Death. Worship me and know me.” The manifestation disappeared as quickly as it came, although it is said that the skies were dark gray over Tarsis for seven days afterward.

Most of the residents of Tarsis were understandably confused and frightened by The Incarnation, but once word finally reached the tiny island-state that Maedhros had in fact fallen, many embraced what they saw as a true miracle. The Priesthood of Hirin was founded almost overnight, and several things happened in quick succession.

First, a local duke of Tarsis was so moved by the event that he renounced his wealth, offering his manor to the new cult of Hirin. The stones of his manor house were recycled to build the Grand Mausoleum, which still stands to this day, housing the bodies of the elite and the poor alike. The duke’s family catacombs were opened, consecrated by the new cult of Hirin, and used to defend and protect the remains of the deceased. These ancient tombs, shrines and ossuaries still stand to this day, and have expanded greatly, creating a labyrinth of tunnel-works beneath Tarsis which the priesthood still vigorously defends.

At roughly the same time, a woman by the name of Halona Brosh became the unofficial head of the new cult of Hirin. She had viewed The Incarnation herself, and accepted Hirin on blind faith. She immediately began work on the Practicus section of the Book of the Dead. Prior to The Incarnation, Halona Brosh had been a simple homemaker. It is highly unlikely that she had any previous experience with dark magic or the undead, and yet the Practicus section of the Book of the Dead is agreed even among non-believers to be a highly accurate manual on how to combat dark forces. Halona Brosh seemed to be summoning the information from nowhere, leading many to the conclusion that the Book of the Dead was divinely inspired. This earned her many followers, and immediately after work on Practicus was finished, she and six of her closest advisors began work on the second part, Spiritus, which proved even more popular (though decidedly less factual).

From these rather sudden beginnings, the cult of Hirin gradually expanded to a full-fledged religion. While at first restricted to its island of origin, the priesthood’s willingness to consecrate and guard the remains of even the very poor made them popular in other regions, and the faith spread beyond Tarsis quickly. Today Hirin is worshipped in almost every region of Northern Entar. He has yet to gain a firm following amongst the tribal peoples of the South, however, where Gormion has become the preferred personification of death.

Temples to Hirin mimic his first temple, the Grand Mausoleum of Tarsis, and the Temple of Hirin in Elenion is said to be an exact replica, with limestone blocks imported from Tarsis itself. White or gray stone is the preferred building material, and rectangular rooms with columned facades are popular. Temples vary greatly in size and shape, but most can be found near catacombs, graveyards or sepulchers, allowing the priesthood to keep close watch over those they’re sworn to protect. Inside, lengths of black and gray silk blot out most light, and the air is thick with incense. In order to better understand their god, Hirin’s faithful attempt to make their temple interiors as ‘death-like’ as possible, which usually takes the form of darkness, sensory deprivation, and clouds of cloying incense.

The official priesthood of Hirin has, overtime, organized itself into two main groups, the sages and the exorcists. The sages are the leaders and visionaries of the order, while the exorcists serve as witch-hunters, temple guards and enforcers.

Due to the humble origins of priesthood of Hirin, the original exorcists often had nothing more to fight with than the sickles and scythes plucked from their sugar-cane farms. Over time, however, they grew adept with these weapons, focusing the simple tools into a truly unique and devastating fighting technique colloquially called ‘The Path of the Crow’. Each temple teaches its own variants, but it tends to focus on quick strikes to the head and heart, allowing them to dispatch zombies, vampires and similar undead creatures quickly and efficiently. Aside from their iconic sickles and scythes, each exorcist is unique. Some wear heavy armor emblazoned with quotes from the Book of the Dead, while others favor lighter protection, and some wear nothing more than sheer robes. Some fight with brutal hand-to-hand fury, while others employ ranged weapons or faith magic in order to outwit their dark foes. A single squadron of exorcists may contain fighters with dramatically different styles and preferences, allowing the unit as a whole to be prepared for almost anything.

The sages usually carry little in the way of weaponry or ornamentation, and instead simply wear ascetic gray or black robes. Sages spend a good deal of time within their temples, and are usually less fit and robust than their brother exorcists. While the exorcists are out hunting for vampires and other abominations, the sages tend to the temple and the community, conducting funerals and burials, or otherwise spending hours in meditation, divining the will of Hirin. Since their duties are less physically demanding, it is not uncommon for injured, old, or ailing exorcists to become sages, and in fact, the lines between the two groups have grown increasingly blurry over the years.


Though Hirin’s faithful still maintain a strong presence in Tarsis where their religion was founded, they have had immense success in expanding onto the continent proper. Currently, Hirin’s church is present in almost every region of Entar, though his influence certainly varies from one area to another. As far as politics go, the Priesthood of Hirin and the Arm of Aldaron share a common enemy in the undead, and as a result, the two groups have a long history of crusading together, making them fairly steadfast allies. Though most commoners find them unnerving, Hirin’s devout are freely accepted virtually everywhere in Northern Entar, primarily because they provide a very useful service with their cheap funerals and their relentless eradication of the undead. Still, some feel that the Priesthood of Hirin is rather overzealous, as they have been known to include even law-abiding, state-sponsored necromancers in their campaigns. They are also notorious for viewing all forms of sorcery with skepticism, fearing that even simple cantrips may one day lead to a violation of Astral Law. They would slaughter even an innocent victim of necromantic magic, such as a sentient wight, without a second thought, and due to this, many consider the cult of Hirin to be a dangerous one. Obviously, the Priesthood of Hirin has very poor relations with any who would use the undead for their own purposes, putting them at odds with most evil religions. This is especially true with worshippers of Gormion, whom they consider their sworn enemies.


“A body that moves without spirit is an abomination, and a soul that lingers without body is an abomination, and bones that move without ligaments are an abomination, and a voice that speaks without lips or tongue is an abomination, and an eye that stares, yet sees not, is an abomination, and a mouth that feasts, yet tastes not, is an abomination, and all the abominations of this world shall wither and tremble before the might of Our God, and shall be sealed in tombs of unyielding stone, for Our God is a Just God, He Who Knows the Darkness and Holds It Back, He Who is Warden Even Unto the Gods, for his name is Hirin! Hirin is the name of Eternal Gatekeeper, and none shall fear abominations who know His name! Speak the name of Hirin, and be not afraid!”
-Excerpt from Chapter XII: Spiritus of the Book of the Dead, as read by a priest of Hirin performing an exorcism.


  • Original Concept and Write-up: Two Moons
  • Revised Edition: Davin Ragal & Zyphath

The Mystical Powers / Talos
« on: September 22, 2016, 01:13:19 AM »
Talos the Warrior

Glory in Battle

The Divine




| Lawful   Good
| Neutral  Good
| Chaotic  Good
| Lawful   Neutral
| True     Neutral
| Chaotic  Neutral
| Lawful   Evil
| Neutral  Evil
| Chaotic  Evil

Spheres of Influence

Battle, Skill-at-Arms, Luck


Talos is an odd, highly unpredictable god. He is the horror of war, the glory of triumph and the thrill of battle synthesized. He is free and random with his blessings, granting a warrior victory one day, and defeat and death the next.

It is not that Talos is uncaring, exactly. It is simply that he is incapable of understanding man’s fear of death. Talos, and by extension, his followers, consider Entar to be transitory, chaotic, impermanent, and in the grand scheme of things, generally inconsequential. Rather than despair over this fact, however, Talos encourages his followers to throw themselves into the midst of maelstrom, as it were. The only life worth living, according to Talos, is a short one full of risk, pleasure and adventure. Faith in Talos, therefore, requires a sort of happy nihilism... a general lack of common sense, if not outright insanity, seems to help, too.

Despite his barbaric tendencies, Talos is generally seen as a 'good' god. Many religious groups devoted to Talos aided the forces of Aldaron during The Sundering, where they proved themselves to be phenomenally effective and fearless warriors against Maedhros' dark forces. Talos is also quite popular among the lower class; his simple philosophy is easy to grasp, and his ethical tenants quite easy to satisfy, making him a good deal more 'approachable' than the stoic Kailthis, the pacifistic Faelyn, or the all-too-perfect Aldaron.


Faith magic of Talos is very base, as most are devout of combat.  As such, the magics of a priest of Talos is subtle, generally enhancing themselves.  Not to be confused with supporting magics, the followers are generally able to enhance aspects of themselves or their equipment.  Rarely this is not the case, and as such there is little offensive about the magic of Talos, much more lending itself to those who wield a blade in his name.

A follower could bless their armor, making it resilient to common weaponry, or seek the ability to damage their foes more, making their weapons seemingly erupt in flame.  While any such flame is in no way elemental, any power of Talos is normally manifested in some form of a destructive power or element.

Rare forms of battle magic do exist for those of the faithful, but only to those dedicated to that path.  As most followers choose steel over ethereal ability, they are very unlikely to use battle magic.  However, monks of the god have been seen to commit acts of a mystical nature allowing them to defeat their enemies with great effectiveness.



Talos is depicted as many different figures and races.  Beyond that, he is usually shown holding a bloody weapon in one hand, and a ruby in the other. This represents the dual nature of war, its ability to destroy, with the axe, but also reward, cleanse and glorify, the ruby. He is usually depicted fighting, running, or engaging in some other physically demanding activity.

Always, he is depicted as a powerful being.


Rubies, a bloody weapon, a red dragon


Blood red and black

Sacred Objects

The Templarate of Talos prizes rubies. Not only are they quite valuable (the Templarate does, after all, live primarily off the spoils of war), but rubies also represent Talos’ bounty. The Templarate often decorates their armor and weaponry with rubies, and they have been known to use the stones as foci for powerful faith magic.

Some Orders consider dragons, to be holy, and will fight mercilessly to defend one. They will also confiscate any dragon remains or artifacts they find (scales, teeth, bones), and treat them with the utmost respect.

Sacred Texts

The majority of Talos’ templars are illiterate, so no sacred text has ever been codified. Even if some warrior-poet did manage to compose one, it probably would not catch on- reading, writing and meditation simply do not have a place among the Templarate of Talos. Most templars express their faith through war chants or silent prayer the night before a battle.

There is one book, however, that does an adequate job of summarizing the beliefs of the Templarate of Talos. The book was originally a journal, the private writings of one Kartuk Kassix, the Grand Templar of the Order of the Obsidian Fist. His writings contain private thoughts, ideas on battle strategy, and a fair bit of philosophizing on the nature of Talos. It is known today as The Kassix Codex. Though it's only about two hundred pages long, the Codex is read by scholars all across Entar who are interested in learning more about Talos and his worshipers.



When Talos is pleased, he favors his followers with incredible luck. This could be luck in games of chance, but far more likely, it is luck in battle. Even the most cynical and secular warriors utter a short prayer to Talos the night before a battle, hoping to ensure at least their survival, if not their victory.

Talos favors those who lead reckless (or even suicidal) lives. Gamblers, explorers, gladiators, con men, thieves, fire-breathers, tight-rope walkers and other stuntmen, as well as random, crusading adventurers are all honored by Talos. The Warrior’s favorites, however, are those that follow in his footsteps. Soldiers of fortune, living as they do in the heat of near-constant battle, are the most likely to reap Talos’ rewards.

Those who Talos finds particularly amusing are blessed with incredible skill and luck in any endeavor they choose, but doubly so if they live by the sword. Any soldier or mercenary interested in their self-preservation would do well to curry Talos’ favor.


Talos absolutely detests the cowardly or complacent. Those who do not take risks will never earn Talos’ favor, and those who run from danger may well receive his ire instead.

Despite his highly chaotic and unpredictable nature, Talos does acknowledge a certain sense of honor. Those who betray their comrades, or use cowardly tactics such as striking down unarmed or unaware foes will earn Talos’ wrath. In general, Talos prefers those who fight face-to-face, risking their lives in the front lines instead of safe atop an archer’s tower or skulking in the shadows.

Talos also carries a strong dislike for anyone who doesn’t live a life full of danger and risk. A famous tale, repeated often by his templars, involves Talos throwing an entire village of halflings into the Abyss for being “too boring.” Though there is no record of this actually happening, it does serve illustrate Talos’ highly unpredictable nature.

Those who displease Talos are doomed to suffer some misfortune. For mild infractions, this could be general bad luck, but the truly deserving can expect to be struck down in battle as punishment for their cowardice.

The Faithful

The priests of Talos are famous for conducting themselves in a highly "unpriestly" fashion. They drink, they gamble, they fight, they cuss. They originate mainly from the poor working class, the young, and the amoral. Many of them aren’t even of a "civilized" race- Talos is enormously popular among orcs, goblins, minotaurs and dracons. The followers of Talos call themselves templars, or collectively, the Templarate of Talos.

In most orcish and tribal societies, a developed priesthood (or in this case, the Templarate) does not exist. Worshippers of Talos are expected to find their own personal path to The Warlord, resulting in very few true templars in the Southlands. This is a good thing in the eyes of the civilized nations; an organized army of orcish templars, bent on fighting for the mere sake of fighting, is too terrifying a thought for most to even contemplate.

Elsewhere in the world, the Templarate is divided into separate Orders. The individual Orders are incredibly diverse, their only commonalties being their faith in Talos and their violent lifestyles. Some groups, like the largely elven Order of Cutting Leaves, are legitimate mercenary groups, often serving alongside soldiers and knights. Others, like the Haldarac-based Order of the Stinging Sands, are brutal, lawless raiders largely shunned by the outside world.

The largest, oldest, and most famous Order by far, however, is the highly-respected Order of the Obsidian Fist. The Obsidian Fist came to power during The Sundering when they joined forces with the Arm of Aldaron. Together, the Arm and the Fist saved countless souls from the Fallen One’s forces, and the two groups have remained allies ever since. Today, the wide-spread Order of the Obsidian Fist spends time securing trade routes throughout Andune, the Elentari, and parts of the Haldarac, in addition to maintaining the Temple to Talos in Elenion. They spend their time hunting criminals, evil cults, and monsters. Travelers and caravans can imbed themselves with Obsidian Fist war-parties (for a considerably fee, of course), allowing unparalleled protection as they traverse Entar’s dangerous trade-routes.

Temples to Talos more closely resemble war-camps or barracks than actual temples, and their appearance and layout vary greatly from region to region and Order to Order. Even the Temple to Talos in Elenion resembles a miniature castle, filled with glorious bronze and gold statues of Talos in his various forms, and crested by forbidding-looking minarets.


Belief in Talos is widespread, and can be found anywhere where there is martial conflict (that is to say, unfortunately, everywhere). The Order of the Obsidian Fist is by far the most wide-spread, and due to its long history of battling evil, is very highly regarded. The Obsidian Fist has close ties to the Arm of Aldaron and other good priesthoods. Smaller, more reckless Orders may find themselves aligned with evil cults for various reasons. The only religious group known to always oppose Talos’ Templars is the Sisterhood of Faelyn; the Templarate’s violent lifestyle completely contradicts the Sisterhood’s belief in non-violence and altruism.


"Only by facing our mortality do we cease to be mortal"
-Excerpt from The Kassix Codex, written by Kartuk Kassix, Grand Templar of the Order of Obsidian Fist


  • Original Concept and Write-up: Two Moons
  • Revised Edition: Davin Ragal & Zyrphath

The Mystical Powers / Livana
« on: September 22, 2016, 01:11:41 AM »
Livana of the Woodland Realm

Truly my breath, my tears, my everything is life.

The Divine




| Lawful   Good
| Neutral  Good
| Chaotic  Good
| Lawful   Neutral
| True     Neutral
| Chaotic  Neutral
| Lawful   Evil
| Neutral  Evil
| Chaotic  Evil

Spheres of Influence

Nature, Water, Life


Livana is the personification of the Land; occasionally cold and uncaring toward the trials of man, but undeniably the source of all life. She is both stoic and unpredictable, representing both the timeless mountains and the ever-shifting dunes. Prior to the Sundering, she was easily the most popular deity in existence, while others (such as Daidlin and Aldaron) were little more than footnotes in Entar’s pantheon.

The Sundering, however, seemed to have a way of equalizing all the gods; previously marginalized deities, such as Daidlin, rose to significant status, while ancient and powerful ones like Livana diminished noticeably. The Sundering shook the faith of all mortals, and many deserted the apparently indifferent Livana, flocking under the banner of Aldaron, Kailthis, Faelyn, and other more active ‘protectors.’

Livana, for her part, did not aid Maedhros during The Sundering. His ambitions were an affront against nature, and many circles of Livana moved to oppose him. Others, however, viewed The Sundering like a particularly harsh winter; unfortunate and tragic, yes, but a necessary part of the natural order. Those who survived it would emerge stronger for it, and it was not up to the circles to decide who lived and who died. The circles were later berated for their perceived apathy and inaction, and have never truly recovered from the blow to their membership.

Faith in Livana has survived, however, because of her obvious effects on the world of Entar. She is the bringer of crops, the mighty, mysterious power that changes the seasons. Hunters, fishermen, explorers and farmers live and die by her whims, and consider paying respects to her tantamount to their survival.


Contrary to the popular belief, followers of Livana do not draw their power from nature, wildlife or the wilderness.  Like all divine magics, they draw their strength from the deity.  As such, their powers represent much more the preservation of nature, rather than the druidic use of nature.

Considered healers second only to those faithful to Faelyn, the followers of Livana not only use their magics to aid others, they also are known for using their power for the preservation of any thing natural.  While not magic of the faithful, many hold followers of Livana to also have an uncanny wisdom in all possible aspects of medicinal herbs, this may not be true, but many followers do have a vast knowledge in the field.

As natural preservers, followers of Livana tend to use more supporting magics, whether it be to the environment, or to the creatures within it.  They will bolster defenses, and so on of any living creature, and provide healing.  Directly offensive is simply not their style, and any devout of Livana will rely on other methods than their faith for direct combat, but have the ability to bolster themselves if necessary.

While they can manipulate nature in terms of the repair, even those reaching the lofty responsibility of Avatar have no control over it.



Livana is invariably portrayed as an elven female, usually a wood elf. She is beautiful but refined, and her twig-and-leaf riddled clothing grants her an otherworldly, somewhat nymph-like appearance. Sometimes she is depicted as a much older woman, not unlike Faelyn, to enhance her wisdom and her role as Mother of the Wilds. Occasionally she’s depicted as a supernatural creature, such as an elven woman roots in place of legs. Near the coastline, she’s associated more strongly with the ocean than the forests. In these areas, she is known as the Mistress of the Waves, and is often depicted against the backdrop of a massive, cresting wave.


 A wooden staff with ivy swirling around it, a cresting wave, an oak tree, a leaf


Earthy brown and forest green

Sacred Objects

Nature and Life is sacred to those of Livana, as such there are no material objects.

Sacred Texts

Each coven will have its own preferred libraries (and some may have none it all). One of the most popular books, however, is The Golden Songbook, an ancient book of hymnals to Livana first compiled by The Circle of the Golden Leaves, a now-extinct coven of wood elves from the Elentari. Many circles own a copy or two, but not all consider it entirely ‘sacred.’ Most covens rely on passing down their beliefs and stories verbally.



 Livana smiles upon those who live off the land and interact with nature in an intimate, but non-destructive, fashion. Farmers, hunters and rangers are favored by Livana, provided they do not take more from the land than they truly need.

Most hunters and peasants will never truly be close to Livana, however, because they are ultimately motivated by greed, by the feeble and secular goal of ‘making a living.’ They only make brief forays into the wilds; those who wish for Livana’s real favor must abandon the trappings of civilization entirely. They never harm it, but instead integrate themselves into natural ecosystem as easily as an extra bear or deer.

This includes even the high elves and wood elves, who must remove themselves from their respective societies in order to enjoy the full extent of Livana's bounty. While humans and other races generally perceive the elves of the Elentari as "closer to nature" (and while certain elves may boast that they are), the fact is that being elven does not in and of itself arouse Livana's interest. Elves, especially high elves, are known to manipulate nature to better suit them. While not inherently destructive, this is not much different from dwarves digging mines or humans building walls. Livana, therefore, does not devote the elven races any special attention; a city is a city, as far as she is concerned.

Those who please Livana can expect to walk the wilds in relative safety. She will not coddle men who walk into the domain of beasts, but those who have earn Livana’s trust can often walk past dangerous predators without fear. Nature will slowly reveal its wonders to those blessed by Livana, allowing them to discover rare fruits and glimpse elusive animals in unlikely places.


The only way to truly anger Livana is to destroy or corrupt nature. This is a difficult feat for one person to accomplish through mundane means, but not impossible. Careless butchers who spoil a river with offal, or greedy lumberjacks who take more wood than they need quickly earn her scorn.

Livana truly detests mages or dark priests who twist nature to their purposes. Powerful dark mages may be capable of poisoning an entire forest, or drawing energy for their spells by squelching the living creatures around them. Few actually go this far, however, for fear of Livana’s wrath. Anyone foolish enough to corrupt the land for the purposes of magic will be hunted relentlessly by followers everywhere, or else put down by Livana’s subtler machinations.

Those who earn Livana’s ire will suffer grave misfortune any time they step into the wilds. They may contract rare diseases, suffer clouds of stinging insects and dangerous parasites, become the meal of some jungle-dwelling beast, or simply lose their way and die slowly of dehydration. Angering Livana is not advised for those who travel, even only on occasion.

The Faithful

True worshippers of Livana are preservers of nature, life and all that entails, and divide themselves into small, tight-knit groups known as covens or circles. The laws and beliefs of the followers differ greatly from circle to circle; some forbid the use of wood, animal bones, or other ‘natural’ materials. Others forbid the use of metal or other ‘unnatural’ materials. Some refuse to eat meat, while others relish eating animals they’ve stalked and killed themselves, like wild beasts. Some covens are steeped in complicated rituals and sacred oaths, while others are remarkably laid-back and informal.

While one might expect such diversity to cause great friction between the separate circles, it’s actually quite the opposite. The followers consider themselves to be as wide and varied as landscape of Entar itself. Their differences are not a cause for violence and strife, then, but should be taken as separate but equally valid viewpoints.

Livana's places of worship are often hidden in plain sight; a peaceful clearing in the woods can be a temple; a humble pile of stacked stones, an altar. Followers keep their meeting places hidden not out of paranoia, but in order to reinforce the idea that all of Entar is an altar to the Lady of the Wood. Every twig, leaf, or puddle is a possible place of worship. Even the Temple to Livana in Elenion is just a copse of towering redwoods and evergreens, coaxed by powerful magic to grow among the buildings of the city.

Circles and covens are almost exclusively non-violent, but are often feared or distrusted by other, more ‘civilized’ religious sects. Their aloof, sometimes secretive nature, and the fact that the Arm of Aldaron has long held them to be a ‘savage’ religion, mean the number of true followers in Entar is quickly diminishing. Livana and her remaining followers, however, couldn’t care less. Proof of the Land and her power exists everywhere; in every wave, in every tree, every bird and insect. Cities may fall, but forests re-grow, and Livana will always be there for her followers.


Worship of Livana declined sharply after The Sundering. While she almost certainly opposed Maedhros, the fact remains that Aldaron was the great savior of Entar, not her. Most people today consider Livana-worship to be a ‘savage’ and out-dated religion. She still holds great esteem among the tribes of the Haldarac and Southlands, however, and is well-loved by the wood elves, centaurs, satyrs, and other forest-dwelling folk. Poor villages still pray to her to aid their crops, and sailors still hold the Mistress of the Waves dear to their hearts. The more provincial the setting, the more likely worshipers of Livana will be found.


“Know Livana? You wish to know Her? Do you know every leaf of the redwood? Do you know every pebble of the mountain? Do you know every drop of the river? You cannot know Livana, city-dweller. Even I do not know Livana. We merely sleep in Her endless fecundity. We are children, dozing in Her lap."
-Elder Priest Ardith Fer, Head of the Circle of Moss and Stone, care-takers of the Temple of Livana in Elenion


  • Original Concept and Write-up: Two Moons
  • Revised Edition: Davin Ragal & Zyrphath

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